From 63ebf7c768f9512d4d5ab77ababe5bde683c09ed Mon Sep 17 00:00:00 2001 From: calumbell Date: Sat, 9 Nov 2024 16:59:24 +0000 Subject: [PATCH] updated tests --- ...bjects.test_document_example.approved.json | 14 +- ...ects.test_item_armor_example.approved.json | 14 +- ...st_item_melee_weapon_example.approved.json | 35 +- ...t_item_ranged_weapon_example.approved.json | 36 +- ...bjects.test_item_set_example.approved.json | 34 +- ...bjects.test_language_example.approved.json | 5 +- ...s.test_spell_cantrip_example.approved.json | 598 +++++++++++++++++- ...tObjects.test_spell_fireball.approved.json | 247 +++++++- .../TestObjects.test_spell_wish.approved.json | 247 +++++++- 9 files changed, 1085 insertions(+), 145 deletions(-) diff --git a/api_v2/tests/responses/TestObjects.test_document_example.approved.json b/api_v2/tests/responses/TestObjects.test_document_example.approved.json index 119ed566..9526a544 100644 --- a/api_v2/tests/responses/TestObjects.test_document_example.approved.json +++ b/api_v2/tests/responses/TestObjects.test_document_example.approved.json @@ -5,8 +5,18 @@ "gamesystem": "http://localhost:8000/v2/gamesystems/o5e/", "key": "srd", "licenses": [ - "http://localhost:8000/v2/licenses/cc-by-40/", - "http://localhost:8000/v2/licenses/ogl-10a/" + { + "desc": "By exercising the Licensed Rights (defined below), You accept and agree to be bound by the terms and conditions of this Creative Commons Attribution 4.0 International Public License (\"Public License\"). To the extent this Public License may be interpreted as a contract, You are granted the Licensed Rights in consideration of Your acceptance of these terms and conditions, and the Licensor grants You such rights in consideration of benefits the Licensor receives from making the Licensed Material available under these terms and conditions.\r\n\r\nSection 1 \u2013 Definitions.\r\n\r\n Adapted Material means material subject to Copyright and Similar Rights that is derived from or based upon the Licensed Material and in which the Licensed Material is translated, altered, arranged, transformed, or otherwise modified in a manner requiring permission under the Copyright and Similar Rights held by the Licensor. For purposes of this Public License, where the Licensed Material is a musical work, performance, or sound recording, Adapted Material is always produced where the Licensed Material is synched in timed relation with a moving image.\r\n Adapter's License means the license You apply to Your Copyright and Similar Rights in Your contributions to Adapted Material in accordance with the terms and conditions of this Public License.\r\n Copyright and Similar Rights means copyright and/or similar rights closely related to copyright including, without limitation, performance, broadcast, sound recording, and Sui Generis Database Rights, without regard to how the rights are labeled or categorized. For purposes of this Public License, the rights specified in Section 2(b)(1)-(2) are not Copyright and Similar Rights.\r\n Effective Technological Measures means those measures that, in the absence of proper authority, may not be circumvented under laws fulfilling obligations under Article 11 of the WIPO Copyright Treaty adopted on December 20, 1996, and/or similar international agreements.\r\n Exceptions and Limitations means fair use, fair dealing, and/or any other exception or limitation to Copyright and Similar Rights that applies to Your use of the Licensed Material.\r\n Licensed Material means the artistic or literary work, database, or other material to which the Licensor applied this Public License.\r\n Licensed Rights means the rights granted to You subject to the terms and conditions of this Public License, which are limited to all Copyright and Similar Rights that apply to Your use of the Licensed Material and that the Licensor has authority to license.\r\n Licensor means the individual(s) or entity(ies) granting rights under this Public License.\r\n Share means to provide material to the public by any means or process that requires permission under the Licensed Rights, such as reproduction, public display, public performance, distribution, dissemination, communication, or importation, and to make material available to the public including in ways that members of the public may access the material from a place and at a time individually chosen by them.\r\n Sui Generis Database Rights means rights other than copyright resulting from Directive 96/9/EC of the European Parliament and of the Council of 11 March 1996 on the legal protection of databases, as amended and/or succeeded, as well as other essentially equivalent rights anywhere in the world.\r\n You means the individual or entity exercising the Licensed Rights under this Public License. Your has a corresponding meaning.\r\n\r\nSection 2 \u2013 Scope.\r\n\r\n License grant.\r\n Subject to the terms and conditions of this Public License, the Licensor hereby grants You a worldwide, royalty-free, non-sublicensable, non-exclusive, irrevocable license to exercise the Licensed Rights in the Licensed Material to:\r\n reproduce and Share the Licensed Material, in whole or in part; and\r\n produce, reproduce, and Share Adapted Material.\r\n Exceptions and Limitations. For the avoidance of doubt, where Exceptions and Limitations apply to Your use, this Public License does not apply, and You do not need to comply with its terms and conditions.\r\n Term. The term of this Public License is specified in Section 6(a).\r\n Media and formats; technical modifications allowed. The Licensor authorizes You to exercise the Licensed Rights in all media and formats whether now known or hereafter created, and to make technical modifications necessary to do so. The Licensor waives and/or agrees not to assert any right or authority to forbid You from making technical modifications necessary to exercise the Licensed Rights, including technical modifications necessary to circumvent Effective Technological Measures. For purposes of this Public License, simply making modifications authorized by this Section 2(a)(4) never produces Adapted Material.\r\n Downstream recipients.\r\n Offer from the Licensor \u2013 Licensed Material. Every recipient of the Licensed Material automatically receives an offer from the Licensor to exercise the Licensed Rights under the terms and conditions of this Public License.\r\n No downstream restrictions. You may not offer or impose any additional or different terms or conditions on, or apply any Effective Technological Measures to, the Licensed Material if doing so restricts exercise of the Licensed Rights by any recipient of the Licensed Material.\r\n No endorsement. 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In all other cases the Licensor expressly reserves any right to collect such royalties.\r\n\r\nSection 3 \u2013 License Conditions.\r\n\r\nYour exercise of the Licensed Rights is expressly made subject to the following conditions.\r\n\r\n Attribution.\r\n\r\n If You Share the Licensed Material (including in modified form), You must:\r\n retain the following if it is supplied by the Licensor with the Licensed Material:\r\n identification of the creator(s) of the Licensed Material and any others designated to receive attribution, in any reasonable manner requested by the Licensor (including by pseudonym if designated);\r\n a copyright notice;\r\n a notice that refers to this Public License;\r\n a notice that refers to the disclaimer of warranties;\r\n a URI or hyperlink to the Licensed Material to the extent reasonably practicable;\r\n indicate if You modified the Licensed Material and retain an indication of any previous modifications; and\r\n indicate the Licensed Material is licensed under this Public License, and include the text of, or the URI or hyperlink to, this Public License.\r\n You may satisfy the conditions in Section 3(a)(1) in any reasonable manner based on the medium, means, and context in which You Share the Licensed Material. For example, it may be reasonable to satisfy the conditions by providing a URI or hyperlink to a resource that includes the required information.\r\n If requested by the Licensor, You must remove any of the information required by Section 3(a)(1)(A) to the extent reasonably practicable.\r\n If You Share Adapted Material You produce, the Adapter's License You apply must not prevent recipients of the Adapted Material from complying with this Public License.\r\n\r\nSection 4 \u2013 Sui Generis Database Rights.\r\n\r\nWhere the Licensed Rights include Sui Generis Database Rights that apply to Your use of the Licensed Material:\r\n\r\n for the avoidance of doubt, Section 2(a)(1) grants You the right to extract, reuse, reproduce, and Share all or a substantial portion of the contents of the database;\r\n if You include all or a substantial portion of the database contents in a database in which You have Sui Generis Database Rights, then the database in which You have Sui Generis Database Rights (but not its individual contents) is Adapted Material; and\r\n You must comply with the conditions in Section 3(a) if You Share all or a substantial portion of the contents of the database.\r\n\r\nFor the avoidance of doubt, this Section 4 supplements and does not replace Your obligations under this Public License where the Licensed Rights include other Copyright and Similar Rights.\r\n\r\nSection 5 \u2013 Disclaimer of Warranties and Limitation of Liability.\r\n\r\n Unless otherwise separately undertaken by the Licensor, to the extent possible, the Licensor offers the Licensed Material as-is and as-available, and makes no representations or warranties of any kind concerning the Licensed Material, whether express, implied, statutory, or other. This includes, without limitation, warranties of title, merchantability, fitness for a particular purpose, non-infringement, absence of latent or other defects, accuracy, or the presence or absence of errors, whether or not known or discoverable. Where disclaimers of warranties are not allowed in full or in part, this disclaimer may not apply to You.\r\n To the extent possible, in no event will the Licensor be liable to You on any legal theory (including, without limitation, negligence) or otherwise for any direct, special, indirect, incidental, consequential, punitive, exemplary, or other losses, costs, expenses, or damages arising out of this Public License or use of the Licensed Material, even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this limitation may not apply to You.\r\n\r\n The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute disclaimer and waiver of all liability.\r\n\r\nSection 6 \u2013 Term and Termination.\r\n\r\n This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this Public License terminate automatically.\r\n\r\n Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:\r\n automatically as of the date the violation is cured, provided it is cured within 30 days of Your discovery of the violation; or\r\n upon express reinstatement by the Licensor.\r\n For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.\r\n For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however, doing so will not terminate this Public License.\r\n Sections 1, 5, 6, 7, and 8 survive termination of this Public License.\r\n\r\nSection 7 \u2013 Other Terms and Conditions.\r\n\r\n The Licensor shall not be bound by any additional or different terms or conditions communicated by You unless expressly agreed.\r\n Any arrangements, understandings, or agreements regarding the Licensed Material not stated herein are separate from and independent of the terms and conditions of this Public License.\r\n\r\nSection 8 \u2013 Interpretation.\r\n\r\n For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could lawfully be made without permission under this Public License.\r\n To the extent possible, if any provision of this Public License is deemed unenforceable, it shall be automatically reformed to the minimum extent necessary to make it enforceable. If the provision cannot be reformed, it shall be severed from this Public License without affecting the enforceability of the remaining terms and conditions.\r\n No term or condition of this Public License will be waived and no failure to comply consented to unless expressly agreed to by the Licensor.\r\n Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from the legal processes of any jurisdiction or authority.", + "key": "cc-by-40", + "name": "Creative Commons Attribution 4.0", + "url": "http://localhost:8000/v2/licenses/cc-by-40/" + }, + { + "desc": "The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (\"Wizards\"). All Rights Reserved.\r\n1. Definitions: (a)\"Contributors\" means the copyright and/or trademark owners who have contributed Open Game Content; (b)\"Derivative Material\" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) \"Distribute\" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)\"Open Game Content\" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) \"Product Identity\" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) \"Trademark\" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) \"Use\", \"Used\" or \"Using\" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) \"You\" or \"Your\" means the licensee in terms of this agreement.\r\n2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.\r\n3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.\r\n4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.\r\n5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.\r\n6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.\r\n7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.\r\n8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.\r\n9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.\r\n10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.\r\n11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.\r\n12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.\r\n13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.\r\n14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.\r\n15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.\r\nSystem Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.\r\nEND OF LICENSE", + "key": "ogl-10a", + "name": "OPEN GAME LICENSE Version 1.0a", + "url": "http://localhost:8000/v2/licenses/ogl-10a/" + } ], "name": "Systems Reference Document", "permalink": "https://dnd.wizards.com/resources/systems-reference-document", diff --git a/api_v2/tests/responses/TestObjects.test_item_armor_example.approved.json b/api_v2/tests/responses/TestObjects.test_item_armor_example.approved.json index 3518cfd3..9b152439 100644 --- a/api_v2/tests/responses/TestObjects.test_item_armor_example.approved.json +++ b/api_v2/tests/responses/TestObjects.test_item_armor_example.approved.json @@ -1,17 +1,5 @@ { - "armor": { - "ac_add_dexmod": false, - "ac_base": 17, - "ac_cap_dexmod": null, - "ac_display": "17", - "category": "heavy", - "document": "http://localhost:8000/v2/documents/srd/", - "grants_stealth_disadvantage": true, - "key": "srd_splint", - "name": "Splint", - "strength_score_required": 15, - "url": "http://localhost:8000/v2/armor/srd_splint/" - }, + "armor": "http://localhost:8000/v2/armor/srd_splint/", "armor_class": 0, "category": "http://localhost:8000/v2/itemcategories/armor/", "cost": "200.00", diff --git a/api_v2/tests/responses/TestObjects.test_item_melee_weapon_example.approved.json b/api_v2/tests/responses/TestObjects.test_item_melee_weapon_example.approved.json index 60c78f0f..b700b419 100644 --- a/api_v2/tests/responses/TestObjects.test_item_melee_weapon_example.approved.json +++ b/api_v2/tests/responses/TestObjects.test_item_melee_weapon_example.approved.json @@ -22,39 +22,6 @@ "requires_attunement": false, "size": "http://localhost:8000/v2/sizes/tiny/", "url": "http://localhost:8000/v2/items/srd_shortsword/", - "weapon": { - "damage_dice": "1d6", - "damage_type": "http://localhost:8000/v2/damagetypes/slashing/", - "distance_unit": "feet", - "document": "http://localhost:8000/v2/documents/srd/", - "is_finesse": true, - "is_heavy": false, - "is_improvised": false, - "is_lance": false, - "is_light": true, - "is_martial": true, - "is_melee": true, - "is_net": false, - "is_reach": false, - "is_simple": false, - "is_thrown": false, - "is_two_handed": false, - "is_versatile": false, - "key": "srd_shortsword", - "long_range": 0.0, - "name": "Shortsword", - "properties": [ - "finesse", - "light" - ], - "range": 0.0, - "range_melee": 5.0, - "ranged_attack_possible": false, - "reach": 5.0, - "requires_ammunition": false, - "requires_loading": false, - "url": "http://localhost:8000/v2/weapons/srd_shortsword/", - "versatile_dice": "0" - }, + "weapon": "http://localhost:8000/v2/weapons/srd_shortsword/", "weight": "2.000" } diff --git a/api_v2/tests/responses/TestObjects.test_item_ranged_weapon_example.approved.json b/api_v2/tests/responses/TestObjects.test_item_ranged_weapon_example.approved.json index c2aa56ee..414ee18c 100644 --- a/api_v2/tests/responses/TestObjects.test_item_ranged_weapon_example.approved.json +++ b/api_v2/tests/responses/TestObjects.test_item_ranged_weapon_example.approved.json @@ -22,40 +22,6 @@ "requires_attunement": false, "size": "http://localhost:8000/v2/sizes/tiny/", "url": "http://localhost:8000/v2/items/srd_longbow/", - "weapon": { - "damage_dice": "1d8", - "damage_type": "http://localhost:8000/v2/damagetypes/piercing/", - "distance_unit": "feet", - "document": "http://localhost:8000/v2/documents/srd/", - "is_finesse": false, - "is_heavy": true, - "is_improvised": false, - "is_lance": false, - "is_light": false, - "is_martial": true, - "is_melee": false, - "is_net": false, - "is_reach": false, - "is_simple": false, - "is_thrown": false, - "is_two_handed": true, - "is_versatile": false, - "key": "srd_longbow", - "long_range": 600.0, - "name": "Longbow", - "properties": [ - "ammuntion (range 150.0/600.0)", - "heavy", - "two-handed" - ], - "range": 150.0, - "range_melee": 5.0, - "ranged_attack_possible": true, - "reach": 5.0, - "requires_ammunition": true, - "requires_loading": false, - "url": "http://localhost:8000/v2/weapons/srd_longbow/", - "versatile_dice": "0" - }, + "weapon": "http://localhost:8000/v2/weapons/srd_longbow/", "weight": "2.000" } diff --git a/api_v2/tests/responses/TestObjects.test_item_set_example.approved.json b/api_v2/tests/responses/TestObjects.test_item_set_example.approved.json index 646d30ff..088144ee 100644 --- a/api_v2/tests/responses/TestObjects.test_item_set_example.approved.json +++ b/api_v2/tests/responses/TestObjects.test_item_set_example.approved.json @@ -107,39 +107,7 @@ "requires_attunement": false, "size": "http://localhost:8000/v2/sizes/tiny/", "url": "http://localhost:8000/v2/items/srd_staff/", - "weapon": { - "damage_dice": "1d6", - "damage_type": "http://localhost:8000/v2/damagetypes/bludgeoning/", - "distance_unit": "feet", - "document": "http://localhost:8000/v2/documents/srd/", - "is_finesse": false, - "is_heavy": false, - "is_improvised": false, - "is_lance": false, - "is_light": false, - "is_martial": false, - "is_melee": true, - "is_net": false, - "is_reach": false, - "is_simple": true, - "is_thrown": false, - "is_two_handed": false, - "is_versatile": true, - "key": "srd_quarterstaff", - "long_range": 0.0, - "name": "Quarterstaff", - "properties": [ - "versatile (1d8)" - ], - "range": 0.0, - "range_melee": 5.0, - "ranged_attack_possible": false, - "reach": 5.0, - "requires_ammunition": false, - "requires_loading": false, - "url": "http://localhost:8000/v2/weapons/srd_quarterstaff/", - "versatile_dice": "1d8" - }, + "weapon": "http://localhost:8000/v2/weapons/srd_quarterstaff/", "weight": "4.000" }, { diff --git a/api_v2/tests/responses/TestObjects.test_language_example.approved.json b/api_v2/tests/responses/TestObjects.test_language_example.approved.json index 575a9eb2..9509d1be 100644 --- a/api_v2/tests/responses/TestObjects.test_language_example.approved.json +++ b/api_v2/tests/responses/TestObjects.test_language_example.approved.json @@ -1,9 +1,10 @@ { "desc": "Typical speakers are demons.", - "document": "srd", + "document": "http://localhost:8000/v2/documents/srd/", "is_exotic": true, "is_secret": false, "key": "abyssal", "name": "Abyssal", - "script_language": "infernal" + "script_language": "http://localhost:8000/v2/languages/infernal/", + "url": "http://localhost:8000/v2/languages/abyssal/" } diff --git a/api_v2/tests/responses/TestObjects.test_spell_cantrip_example.approved.json b/api_v2/tests/responses/TestObjects.test_spell_cantrip_example.approved.json index cbbec292..bce33e9f 100644 --- a/api_v2/tests/responses/TestObjects.test_spell_cantrip_example.approved.json +++ b/api_v2/tests/responses/TestObjects.test_spell_cantrip_example.approved.json @@ -13,10 +13,593 @@ ], "casting_time": "action", "classes": [ - "http://localhost:8000/v2/classes/srd_bard/", - "http://localhost:8000/v2/classes/srd_sorcerer/", - "http://localhost:8000/v2/classes/srd_warlock/", - "http://localhost:8000/v2/classes/srd_wizard/" + { + "document": "http://localhost:8000/v2/documents/srd/", + "features": [ + { + "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "key": "srd_bard_ability-score-improvement", + "name": "Ability Score Improvement" + }, + { + "desc": "At 3rd level, you delve into the advanced techniques of a bard college of your choice: the College of Lore or the College of Valor, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th and 14th level.", + "key": "srd_bard_bard-college", + "name": "Bard College" + }, + { + "desc": "You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.\r\n\r\nOnce within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.\r\n\r\nYou can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.\r\n\r\nYour Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.", + "key": "srd_bard_bardic-inspiration", + "name": "Bardic Inspiration" + }, + { + "desc": "At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).", + "key": "srd_bard_countercharm", + "name": "Countercharm" + }, + { + "desc": "At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.\r\n\r\nAt 10th level, you can choose another two skill proficiencies to gain this benefit.", + "key": "srd_bard_expertise", + "name": "Expertise" + }, + { + "desc": "Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.", + "key": "srd_bard_font-of-inspiration", + "name": "Font of Inspiration" + }, + { + "desc": "Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.", + "key": "srd_bard_jack-of-all-trades", + "name": "Jack of All Trades" + }, + { + "desc": "By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip.\r\n\r\nThe chosen spells count as bard spells for you and are included in the number in the Spells Known column of the Bard table.\r\n\r\nYou learn two additional spells from any class at 14th level and again at 18th level.", + "key": "srd_bard_magical-secrets", + "name": "Magical Secrets" + }, + { + "desc": "Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.\r\n\r\nThe extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.", + "key": "srd_bard_song-of-rest", + "name": "Song of Rest" + }, + { + "desc": "You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music.\r\n\r\nYour spells are part of your vast repertoire, magic that you can tune to different situations.\r\n\r\n###Cantrips\r\n\r\nYou know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.\r\n\r\n###Spell Slots\r\n\r\nThe Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.\r\n\r\n###Spells Known of 1st Level and Higher\r\n\r\nYou know four 1st-level spells of your choice from the bard spell list.\r\n\r\nThe Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.\r\n\r\n###Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.\r\n\r\n*Spell save DC* = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n*Spell attack modifier* = your proficiency bonus + your Charisma modifier\r\n\r\n###Ritual Casting\r\n\r\nYou can cast any bard spell you know as a ritual if that spell has the ritual tag.\r\n\r\n###Spellcasting Focus\r\n\r\nYou can use a musical instrument (see chapter 5, \u201cEquipment\u201d) as a spellcasting focus for your bard spells.", + "key": "srd_bard_spellcasting", + "name": "Spellcasting" + }, + { + "desc": "At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.", + "key": "srd_bard_superior-inspiration", + "name": "Superior Inspiration" + } + ], + "hit_dice": "d8", + "hit_points": { + "hit_dice": "d8", + "hit_dice_name": "1d8 per Bard level", + "hit_points_at_1st_level": "8 + your Constitution modifier", + "hit_points_at_higher_levels": "1d8 (or 5) + your Constitution modifier per bard level after 1st" + }, + "key": "srd_bard", + "levels": { + "1": { + "features": [ + "srd_bard_bardic-inspiration", + "srd_bard_spellcasting" + ], + "level": 1, + "proficiency-bonus": 2 + }, + "10": { + "features": [ + "srd_bard_bardic-inspiration", + "srd_bard_expertise", + "srd_bard_magical-secrets" + ], + "level": 10, + "proficiency-bonus": 4 + }, + "12": { + "features": [ + "srd_bard_ability-score-improvement" + ], + "level": 12, + "proficiency-bonus": 4 + }, + "13": { + "features": [ + "srd_bard_song-of-rest" + ], + "level": 13, + "proficiency-bonus": 5 + }, + "14": { + "features": [ + "srd_bard_magical-secrets" + ], + "level": 14, + "proficiency-bonus": 5 + }, + "15": { + "features": [ + "srd_bard_bardic-inspiration" + ], + "level": 15, + "proficiency-bonus": 5 + }, + "16": { + "features": [ + "srd_bard_ability-score-improvement" + ], + "level": 16, + "proficiency-bonus": 5 + }, + "17": { + "features": [ + "srd_bard_song-of-rest" + ], + "level": 17, + "proficiency-bonus": 6 + }, + "18": { + "features": [ + "srd_bard_magical-secrets" + ], + "level": 18, + "proficiency-bonus": 6 + }, + "19": { + "features": [ + "srd_bard_ability-score-improvement" + ], + "level": 19, + "proficiency-bonus": 6 + }, + "2": { + "features": [ + "srd_bard_jack-of-all-trades", + "srd_bard_song-of-rest" + ], + "level": 2, + "proficiency-bonus": 2 + }, + "20": { + "features": [ + "srd_bard_superior-inspiration" + ], + "level": 20, + "proficiency-bonus": 6 + }, + "3": { + "features": [ + "srd_bard_bard-college", + "srd_bard_expertise" + ], + "level": 3, + "proficiency-bonus": 2 + }, + "4": { + "features": [ + "srd_bard_ability-score-improvement" + ], + "level": 4, + "proficiency-bonus": 2 + }, + "5": { + "features": [ + "srd_bard_bardic-inspiration", + "srd_bard_font-of-inspiration" + ], + "level": 5, + "proficiency-bonus": 3 + }, + "6": { + "features": [ + "srd_bard_countercharm" + ], + "level": 6, + "proficiency-bonus": 3 + }, + "8": { + "features": [ + "srd_bard_ability-score-improvement" + ], + "level": 8, + "proficiency-bonus": 3 + }, + "9": { + "features": [ + "srd_bard_song-of-rest" + ], + "level": 9, + "proficiency-bonus": 4 + } + }, + "name": "Bard", + "subclass_of": null, + "url": "http://localhost:8000/v2/classes/srd_bard/" + }, + { + "document": "http://localhost:8000/v2/documents/srd/", + "features": [ + { + "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "key": "srd_sorcerer_ability-score-improvement", + "name": "Ability Score Improvement" + }, + { + "desc": "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\n### Sorcery Points\r\n\r\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n### Flexible Casting\r\n\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n### Creating Spell Slots (table)\r\n| Spell Slot Level | Sorcery Point Cost |\r\n| --- | --- |\r\n| 1st | 2 |\r\n| 2nd | 3 |\r\n| 3rd | 5 |\r\n| 4th | 6 |\r\n| 5th | 7|\r\n\r\n***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "key": "srd_sorcerer_font-of-magic", + "name": "Font of Magic" + }, + { + "desc": "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n### Careful Spell\r\n\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n### Distant Spell\r\n\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n\r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\n### Empowered Spell\r\n\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n### Extended Spell\r\n\r\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n### Heightened Spell\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n### Quickened Spell\r\n\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\n### Subtle Spell\r\n\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n### Twinned Spell\r\n\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n\r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "key": "srd_sorcerer_metamagic", + "name": "Metamagic" + }, + { + "desc": "Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.\r\n\r\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.", + "key": "srd_sorcerer_sorcerous-origin", + "name": "Sorcerous Origin" + }, + { + "desc": "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.", + "key": "srd_sorcerer_sorcerous-restoration", + "name": "Sorcerous Restoration" + }, + { + "desc": "An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\n### Spell Slots\r\n\r\nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC = 8** + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your sorcerer spells.", + "key": "srd_sorcerer_spellcasting", + "name": "Spellcasting" + } + ], + "hit_dice": "d6", + "hit_points": { + "hit_dice": "d6", + "hit_dice_name": "1d6 per Sorcerer level", + "hit_points_at_1st_level": "6 + your Constitution modifier", + "hit_points_at_higher_levels": "1d6 (or 4) + your Constitution modifier per sorcerer level after 1st" + }, + "key": "srd_sorcerer", + "levels": { + "1": { + "features": [ + "srd_sorcerer_sorcerous-origin", + "srd_sorcerer_spellcasting" + ], + "level": 1, + "proficiency-bonus": 2 + }, + "10": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 10, + "proficiency-bonus": 4 + }, + "12": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 12, + "proficiency-bonus": 4 + }, + "16": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 16, + "proficiency-bonus": 5 + }, + "17": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 17, + "proficiency-bonus": 6 + }, + "19": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 19, + "proficiency-bonus": 6 + }, + "2": { + "features": [ + "srd_sorcerer_font-of-magic" + ], + "level": 2, + "proficiency-bonus": 2 + }, + "20": { + "features": [ + "srd_sorcerer_sorcerous-restoration" + ], + "level": 20, + "proficiency-bonus": 6 + }, + "3": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 3, + "proficiency-bonus": 2 + }, + "4": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 4, + "proficiency-bonus": 2 + }, + "8": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 8, + "proficiency-bonus": 3 + } + }, + "name": "Sorcerer", + "subclass_of": null, + "url": "http://localhost:8000/v2/classes/srd_sorcerer/" + }, + { + "document": "http://localhost:8000/v2/documents/srd/", + "features": [ + { + "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "key": "srd_warlock_ability-score-improvement", + "name": "Ability Score Improvement" + }, + { + "desc": "If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.\r\n\r\n### Agonizing Blast\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.\r\nArmor of Shadows\r\n\r\nYou can cast mage armor on yourself at will, without expending a spell slot or material components.\r\n\r\n### Ascendant Step\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast levitate on yourself at will, without expending a spell slot or material components.\r\n\r\n### Beast Speech\r\n\r\nYou can cast speak with animals at will, without expending a spell slot.\r\n\r\n### Beguiling Influence\r\n\r\nYou gain proficiency in the Deception and Persuasion skills.\r\n\r\n### Bewitching Whispers\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast compulsion once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Book of Ancient Secrets\r\n\r\nPrerequisite: Pact of the Tome feature\r\n\r\nYou can now inscribe magical rituals in your Book of Shadows. Choose two 1st-level spells that have the ritual tag from any class's spell list (the two needn't be from the same list). The spells appear in the book and don't count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as rituals. You can't cast the spells except as rituals, unless you've learned them by some other means. You can also cast a warlock spell you know as a ritual if it has the ritual tag.\r\n\r\nOn your adventures, you can add other ritual spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warlock level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.\r\n\r\n### Chains of Carceri\r\n\r\nPrerequisite: 15th level, Pact of the Chain feature\r\n\r\nYou can cast hold monster at will-targeting a celestial, fiend, or elemental-without expending a spell slot or material components. You must finish a long rest before you can use this invocation on the same creature again.\r\n\r\n### Devil's Sight\r\n\r\nYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.\r\n\r\n### Dreadful Word\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast confusion once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Eldritch Sight\r\n\r\nYou can cast detect magic at will, without expending a spell slot.\r\n\r\n### Eldritch Spear\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you cast eldritch blast, its range is 300 feet.\r\n\r\n### Eyes of the Rune Keeper\r\n\r\nYou can read all writing.\r\n\r\n### Fiendish Vigor\r\n\r\nYou can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components.\r\n\r\n### Gaze of Two Minds\r\n\r\nYou can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.\r\n\r\n### Lifedrinker\r\n\r\nPrerequisite: 12th level, Pact of the Blade feature\r\n\r\nWhen you hit a creature with your pact weapon, the creature takes extra necrotic damage equal to your Charisma modifier (minimum 1).\r\n\r\n### Mask of Many Faces\r\n\r\nYou can cast disguise self at will, without expending a spell slot.\r\n\r\n### Master of Myriad Forms\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can cast alter self at will, without expending a spell slot.\r\n\r\n### Minions of Chaos\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast conjure elemental once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Mire the Mind\r\n\r\nPrerequisite: 5th level\r\n\r\nYou can cast slow once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Misty Visions\r\n\r\nYou can cast silent image at will, without expending a spell slot or material components.\r\n\r\n### One with Shadows\r\n\r\nPrerequisite: 5th level\r\n\r\nWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.\r\n\r\n### Otherworldly Leap\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast jump on yourself at will, without expending a spell slot or material components.\r\n\r\n### Repelling Blast\r\n\r\nPrerequisite: eldritch blast cantrip\r\n\r\nWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line.\r\n\r\n### Sculptor of Flesh\r\n\r\nPrerequisite: 7th level\r\n\r\nYou can cast polymorph once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Sign of Ill Omen\r\n\r\nPrerequisite: 5th level\r\n\r\nYou can cast bestow curse once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Thief of Five Fates\r\n\r\nYou can cast bane once using a warlock spell slot. You can't do so again until you finish a long rest.\r\n\r\n### Thirsting Blade\r\n\r\nPrerequisite: 5th level, Pact of the Blade feature\r\n\r\nYou can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.\r\n\r\n### Visions of Distant Realms\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can cast arcane eye at will, without expending a spell slot.\r\n\r\n### Voice of the Chain Master\r\n\r\nPrerequisite: Pact of the Chain feature\r\n\r\nYou can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.\r\n\r\n### Whispers of the Grave\r\n\r\nPrerequisite: 9th level\r\n\r\nYou can cast speak with dead at will, without expending a spell slot.\r\n\r\n### Witch Sight\r\n\r\nPrerequisite: 15th level\r\n\r\nYou can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.", + "key": "srd_warlock_eldritch-invocation-list", + "name": "Eldritch Invocation List" + }, + { + "desc": "In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.\r\n\r\nAt 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed at the end of the class description. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.", + "key": "srd_warlock_eldritch-invocations", + "name": "Eldritch Invocations" + }, + { + "desc": "At 20th level, you can draw on your inner reserve of mystical power while entreating your patron to regain expended spell slots. You can spend 1 minute entreating your patron for aid to regain all your expended spell slots from your Pact Magic feature. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.", + "key": "srd_warlock_eldritch-master", + "name": "Eldritch Master" + }, + { + "desc": "At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th- level spell from the warlock spell list as this arcanum.\r\n\r\nYou can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.\r\n\r\nAt higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th- level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.", + "key": "srd_warlock_mystic-arcanum", + "name": "Mystic Arcanum" + }, + { + "desc": "At 1st level, you have struck a bargain with an otherworldly being of your choice: the Archfey, the Fiend, or the Great Old One, each of which is detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.", + "key": "srd_warlock_otherworldly-patron", + "name": "Otherworldly Patron" + }, + { + "desc": "At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.\r\n\r\n### Pact of the Chain\r\n\r\nYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.\r\n\r\nWhen you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.\r\n\r\nAdditionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its reaction.\r\n\r\n### Pact of the Blade\r\n\r\nYou can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\nYour pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.\r\n\r\nYou can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.\r\n\r\n### Pact of the Tome\r\n\r\nYour patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the warlock spell list, they are nonetheless warlock spells for you.\r\n\r\nIf you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.", + "key": "srd_warlock_pact-boon", + "name": "Pact Boon" + }, + { + "desc": "Your arcane research and the magic bestowed on you by your patron have given you facility with spells.\r\n\r\n### Cantrips\r\n\r\nYou know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.\r\nSpell Slots\r\n\r\nThe Warlock table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.\r\n\r\nFor example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nAt 1st level, you know two 1st-level spells of your choice from the warlock spell list.\r\n\r\nThe Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\n\r\n### Spellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your warlock spells.", + "key": "srd_warlock_pact-magic", + "name": "Pact Magic" + } + ], + "hit_dice": "d8", + "hit_points": { + "hit_dice": "d8", + "hit_dice_name": "1d8 per Warlock level", + "hit_points_at_1st_level": "8 + your Constitution modifier", + "hit_points_at_higher_levels": "1d8 (or 5) + your Constitution modifier per warlock level after 1st" + }, + "key": "srd_warlock", + "levels": { + "1": { + "features": [ + "srd_warlock_otherworldly-patron", + "srd_warlock_pact-magic" + ], + "level": 1, + "proficiency-bonus": 2 + }, + "11": { + "features": [ + "srd_warlock_mystic-arcanum" + ], + "level": 11, + "proficiency-bonus": 4 + }, + "12": { + "features": [ + "srd_warlock_ability-score-improvement" + ], + "level": 12, + "proficiency-bonus": 4 + }, + "13": { + "features": [ + "srd_warlock_mystic-arcanum" + ], + "level": 13, + "proficiency-bonus": 5 + }, + "15": { + "features": [ + "srd_warlock_mystic-arcanum" + ], + "level": 15, + "proficiency-bonus": 5 + }, + "17": { + "features": [ + "srd_warlock_mystic-arcanum" + ], + "level": 17, + "proficiency-bonus": 6 + }, + "19": { + "features": [ + "srd_warlock_ability-score-improvement" + ], + "level": 19, + "proficiency-bonus": 6 + }, + "2": { + "features": [ + "srd_warlock_eldritch-invocation-list", + "srd_warlock_eldritch-invocations" + ], + "level": 2, + "proficiency-bonus": 2 + }, + "20": { + "features": [ + "srd_warlock_eldritch-master" + ], + "level": 20, + "proficiency-bonus": 6 + }, + "3": { + "features": [ + "srd_warlock_pact-boon" + ], + "level": 3, + "proficiency-bonus": 2 + }, + "4": { + "features": [ + "srd_warlock_ability-score-improvement" + ], + "level": 4, + "proficiency-bonus": 2 + }, + "8": { + "features": [ + "srd_warlock_ability-score-improvement" + ], + "level": 8, + "proficiency-bonus": 3 + } + }, + "name": "Warlock", + "subclass_of": null, + "url": "http://localhost:8000/v2/classes/srd_warlock/" + }, + { + "document": "http://localhost:8000/v2/documents/srd/", + "features": [ + { + "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "key": "srd_wizard_ability-score-improvement", + "name": "Ability Score Improvement" + }, + { + "desc": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\r\n\r\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "key": "srd_wizard_arcane-recovery", + "name": "Arcane Recovery" + }, + { + "desc": "When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.", + "key": "srd_wizard_arcane-tradition", + "name": "Arcane Tradition" + }, + { + "desc": "When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\r\n\r\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "key": "srd_wizard_signature-spells", + "name": "Signature Spells" + }, + { + "desc": "At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "key": "srd_wizard_spell-mastery", + "name": "Spell Mastery" + }, + { + "desc": "As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.\r\n\r\n### Spellbook\r\n\r\nAt 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.\r\n\r\n### Preparing and Casting Spells\r\n\r\nThe Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.\r\n\r\n### Spellcasting Ability\r\n\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\r\n\r\n### Ritual Casting\r\n\r\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.\r\n\r\n### Spellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your wizard spells.\r\n\r\n### Learning Spells of 1st Level and Higher\r\n\r\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the \u201cYour Spellbook\u201d sidebar).", + "key": "srd_wizard_spellcasting", + "name": "Spellcasting" + } + ], + "hit_dice": "d6", + "hit_points": { + "hit_dice": "d6", + "hit_dice_name": "1d6 per Wizard level", + "hit_points_at_1st_level": "6 + your Constitution modifier", + "hit_points_at_higher_levels": "1d6 (or 4) + your Constitution modifier per wizard level after 1st" + }, + "key": "srd_wizard", + "levels": { + "1": { + "features": [ + "srd_wizard_arcane-recovery", + "srd_wizard_spellcasting" + ], + "level": 1, + "proficiency-bonus": 2 + }, + "12": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 12, + "proficiency-bonus": 4 + }, + "16": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 16, + "proficiency-bonus": 5 + }, + "18": { + "features": [ + "srd_wizard_spell-mastery" + ], + "level": 18, + "proficiency-bonus": 6 + }, + "19": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 19, + "proficiency-bonus": 6 + }, + "2": { + "features": [ + "srd_wizard_arcane-tradition" + ], + "level": 2, + "proficiency-bonus": 2 + }, + "20": { + "features": [ + "srd_wizard_signature-spells" + ], + "level": 20, + "proficiency-bonus": 6 + }, + "4": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 4, + "proficiency-bonus": 2 + }, + "8": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 8, + "proficiency-bonus": 3 + } + }, + "name": "Wizard", + "subclass_of": null, + "url": "http://localhost:8000/v2/classes/srd_wizard/" + } ], "concentration": false, "damage_roll": "", @@ -38,12 +621,7 @@ "reaction_condition": null, "ritual": false, "saving_throw_ability": "", - "school": { - "desc": "**Transmutation** spells change the properties of a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength of an ally, make an object move at the caster\u2019s command, or enhance a creature\u2019s innate healing abilities to rapidly recover from injury.", - "document": "srd", - "key": "transmutation", - "name": "Transmutation" - }, + "school": "http://localhost:8000/v2/spellschools/transmutation/", "shape_size": null, "shape_size_unit": "feet", "shape_type": null, diff --git a/api_v2/tests/responses/TestObjects.test_spell_fireball.approved.json b/api_v2/tests/responses/TestObjects.test_spell_fireball.approved.json index 96fb039b..ba304739 100644 --- a/api_v2/tests/responses/TestObjects.test_spell_fireball.approved.json +++ b/api_v2/tests/responses/TestObjects.test_spell_fireball.approved.json @@ -67,8 +67,244 @@ ], "casting_time": "action", "classes": [ - "http://localhost:8000/v2/classes/srd_sorcerer/", - "http://localhost:8000/v2/classes/srd_wizard/" + { + "document": "http://localhost:8000/v2/documents/srd/", + "features": [ + { + "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "key": "srd_sorcerer_ability-score-improvement", + "name": "Ability Score Improvement" + }, + { + "desc": "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\n### Sorcery Points\r\n\r\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n### Flexible Casting\r\n\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n### Creating Spell Slots (table)\r\n| Spell Slot Level | Sorcery Point Cost |\r\n| --- | --- |\r\n| 1st | 2 |\r\n| 2nd | 3 |\r\n| 3rd | 5 |\r\n| 4th | 6 |\r\n| 5th | 7|\r\n\r\n***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "key": "srd_sorcerer_font-of-magic", + "name": "Font of Magic" + }, + { + "desc": "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n### Careful Spell\r\n\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n### Distant Spell\r\n\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n\r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\n### Empowered Spell\r\n\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n### Extended Spell\r\n\r\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n### Heightened Spell\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n### Quickened Spell\r\n\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\n### Subtle Spell\r\n\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n### Twinned Spell\r\n\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n\r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "key": "srd_sorcerer_metamagic", + "name": "Metamagic" + }, + { + "desc": "Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.\r\n\r\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.", + "key": "srd_sorcerer_sorcerous-origin", + "name": "Sorcerous Origin" + }, + { + "desc": "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.", + "key": "srd_sorcerer_sorcerous-restoration", + "name": "Sorcerous Restoration" + }, + { + "desc": "An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\n### Spell Slots\r\n\r\nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC = 8** + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your sorcerer spells.", + "key": "srd_sorcerer_spellcasting", + "name": "Spellcasting" + } + ], + "hit_dice": "d6", + "hit_points": { + "hit_dice": "d6", + "hit_dice_name": "1d6 per Sorcerer level", + "hit_points_at_1st_level": "6 + your Constitution modifier", + "hit_points_at_higher_levels": "1d6 (or 4) + your Constitution modifier per sorcerer level after 1st" + }, + "key": "srd_sorcerer", + "levels": { + "1": { + "features": [ + "srd_sorcerer_sorcerous-origin", + "srd_sorcerer_spellcasting" + ], + "level": 1, + "proficiency-bonus": 2 + }, + "10": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 10, + "proficiency-bonus": 4 + }, + "12": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 12, + "proficiency-bonus": 4 + }, + "16": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 16, + "proficiency-bonus": 5 + }, + "17": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 17, + "proficiency-bonus": 6 + }, + "19": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 19, + "proficiency-bonus": 6 + }, + "2": { + "features": [ + "srd_sorcerer_font-of-magic" + ], + "level": 2, + "proficiency-bonus": 2 + }, + "20": { + "features": [ + "srd_sorcerer_sorcerous-restoration" + ], + "level": 20, + "proficiency-bonus": 6 + }, + "3": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 3, + "proficiency-bonus": 2 + }, + "4": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 4, + "proficiency-bonus": 2 + }, + "8": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 8, + "proficiency-bonus": 3 + } + }, + "name": "Sorcerer", + "subclass_of": null, + "url": "http://localhost:8000/v2/classes/srd_sorcerer/" + }, + { + "document": "http://localhost:8000/v2/documents/srd/", + "features": [ + { + "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "key": "srd_wizard_ability-score-improvement", + "name": "Ability Score Improvement" + }, + { + "desc": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\r\n\r\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "key": "srd_wizard_arcane-recovery", + "name": "Arcane Recovery" + }, + { + "desc": "When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.", + "key": "srd_wizard_arcane-tradition", + "name": "Arcane Tradition" + }, + { + "desc": "When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\r\n\r\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "key": "srd_wizard_signature-spells", + "name": "Signature Spells" + }, + { + "desc": "At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "key": "srd_wizard_spell-mastery", + "name": "Spell Mastery" + }, + { + "desc": "As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.\r\n\r\n### Spellbook\r\n\r\nAt 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.\r\n\r\n### Preparing and Casting Spells\r\n\r\nThe Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.\r\n\r\n### Spellcasting Ability\r\n\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\r\n\r\n### Ritual Casting\r\n\r\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.\r\n\r\n### Spellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your wizard spells.\r\n\r\n### Learning Spells of 1st Level and Higher\r\n\r\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the \u201cYour Spellbook\u201d sidebar).", + "key": "srd_wizard_spellcasting", + "name": "Spellcasting" + } + ], + "hit_dice": "d6", + "hit_points": { + "hit_dice": "d6", + "hit_dice_name": "1d6 per Wizard level", + "hit_points_at_1st_level": "6 + your Constitution modifier", + "hit_points_at_higher_levels": "1d6 (or 4) + your Constitution modifier per wizard level after 1st" + }, + "key": "srd_wizard", + "levels": { + "1": { + "features": [ + "srd_wizard_arcane-recovery", + "srd_wizard_spellcasting" + ], + "level": 1, + "proficiency-bonus": 2 + }, + "12": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 12, + "proficiency-bonus": 4 + }, + "16": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 16, + "proficiency-bonus": 5 + }, + "18": { + "features": [ + "srd_wizard_spell-mastery" + ], + "level": 18, + "proficiency-bonus": 6 + }, + "19": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 19, + "proficiency-bonus": 6 + }, + "2": { + "features": [ + "srd_wizard_arcane-tradition" + ], + "level": 2, + "proficiency-bonus": 2 + }, + "20": { + "features": [ + "srd_wizard_signature-spells" + ], + "level": 20, + "proficiency-bonus": 6 + }, + "4": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 4, + "proficiency-bonus": 2 + }, + "8": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 8, + "proficiency-bonus": 3 + } + }, + "name": "Wizard", + "subclass_of": null, + "url": "http://localhost:8000/v2/classes/srd_wizard/" + } ], "concentration": false, "damage_roll": "8d6", @@ -92,12 +328,7 @@ "reaction_condition": null, "ritual": false, "saving_throw_ability": "dexterity", - "school": { - "desc": "**Evocation** spells manipulate magical energy to produce a desired effect. Some call up blasts of fire or lightning. Others channel positive energy to heal wounds.", - "document": "srd", - "key": "evocation", - "name": "Evocation" - }, + "school": "http://localhost:8000/v2/spellschools/evocation/", "shape_size": 20.0, "shape_size_unit": "feet", "shape_type": "sphere", diff --git a/api_v2/tests/responses/TestObjects.test_spell_wish.approved.json b/api_v2/tests/responses/TestObjects.test_spell_wish.approved.json index 0127c574..9b85e4a7 100644 --- a/api_v2/tests/responses/TestObjects.test_spell_wish.approved.json +++ b/api_v2/tests/responses/TestObjects.test_spell_wish.approved.json @@ -13,8 +13,244 @@ ], "casting_time": "action", "classes": [ - "http://localhost:8000/v2/classes/srd_sorcerer/", - "http://localhost:8000/v2/classes/srd_wizard/" + { + "document": "http://localhost:8000/v2/documents/srd/", + "features": [ + { + "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "key": "srd_sorcerer_ability-score-improvement", + "name": "Ability Score Improvement" + }, + { + "desc": "At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.\r\n\r\n### Sorcery Points\r\n\r\nYou have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.\r\n\r\n### Flexible Casting\r\n\r\nYou can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.\r\n\r\n***Creating Spell Slots.*** You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.\r\n\r\nAny spell slot you create with this feature vanishes when you finish a long rest.\r\n\r\n### Creating Spell Slots (table)\r\n| Spell Slot Level | Sorcery Point Cost |\r\n| --- | --- |\r\n| 1st | 2 |\r\n| 2nd | 3 |\r\n| 3rd | 5 |\r\n| 4th | 6 |\r\n| 5th | 7|\r\n\r\n***Converting a Spell Slot to Sorcery Points.*** As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.", + "key": "srd_sorcerer_font-of-magic", + "name": "Font of Magic" + }, + { + "desc": "At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.\r\n\r\nYou can use only one Metamagic option on a spell when you cast it, unless otherwise noted.\r\n\r\n### Careful Spell\r\n\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.\r\n\r\n### Distant Spell\r\n\r\nWhen you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.\r\n\r\nWhen you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.\r\n\r\n### Empowered Spell\r\n\r\nWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.\r\n\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n### Extended Spell\r\n\r\nWhen you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.\r\n\r\n### Heightened Spell\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.\r\n\r\n### Quickened Spell\r\n\r\nWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.\r\n\r\n### Subtle Spell\r\n\r\nWhen you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.\r\n\r\n### Twinned Spell\r\n\r\nWhen you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).\r\n\r\nTo be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.", + "key": "srd_sorcerer_metamagic", + "name": "Metamagic" + }, + { + "desc": "Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline or Wild Magic, both detailed at the end of the class description.\r\n\r\nYour choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.", + "key": "srd_sorcerer_sorcerous-origin", + "name": "Sorcerous Origin" + }, + { + "desc": "At 20th level, you regain 4 expended sorcery points whenever you finish a short rest.", + "key": "srd_sorcerer_sorcerous-restoration", + "name": "Sorcerous Restoration" + }, + { + "desc": "An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.\r\n\r\n### Spell Slots\r\n\r\nThe Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nFor example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.\r\n\r\n### Spells Known of 1st Level and Higher\r\n\r\nYou know two 1st-level spells of your choice from the sorcerer spell list.\r\n\r\nThe Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.\r\n\r\n### Spellcasting Ability\r\n\r\nCharisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC = 8** + your proficiency bonus + your Charisma modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Charisma modifier\r\nSpellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your sorcerer spells.", + "key": "srd_sorcerer_spellcasting", + "name": "Spellcasting" + } + ], + "hit_dice": "d6", + "hit_points": { + "hit_dice": "d6", + "hit_dice_name": "1d6 per Sorcerer level", + "hit_points_at_1st_level": "6 + your Constitution modifier", + "hit_points_at_higher_levels": "1d6 (or 4) + your Constitution modifier per sorcerer level after 1st" + }, + "key": "srd_sorcerer", + "levels": { + "1": { + "features": [ + "srd_sorcerer_sorcerous-origin", + "srd_sorcerer_spellcasting" + ], + "level": 1, + "proficiency-bonus": 2 + }, + "10": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 10, + "proficiency-bonus": 4 + }, + "12": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 12, + "proficiency-bonus": 4 + }, + "16": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 16, + "proficiency-bonus": 5 + }, + "17": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 17, + "proficiency-bonus": 6 + }, + "19": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 19, + "proficiency-bonus": 6 + }, + "2": { + "features": [ + "srd_sorcerer_font-of-magic" + ], + "level": 2, + "proficiency-bonus": 2 + }, + "20": { + "features": [ + "srd_sorcerer_sorcerous-restoration" + ], + "level": 20, + "proficiency-bonus": 6 + }, + "3": { + "features": [ + "srd_sorcerer_metamagic" + ], + "level": 3, + "proficiency-bonus": 2 + }, + "4": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 4, + "proficiency-bonus": 2 + }, + "8": { + "features": [ + "srd_sorcerer_ability-score-improvement" + ], + "level": 8, + "proficiency-bonus": 3 + } + }, + "name": "Sorcerer", + "subclass_of": null, + "url": "http://localhost:8000/v2/classes/srd_sorcerer/" + }, + { + "document": "http://localhost:8000/v2/documents/srd/", + "features": [ + { + "desc": "When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.", + "key": "srd_wizard_ability-score-improvement", + "name": "Ability Score Improvement" + }, + { + "desc": "You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.\r\n\r\nFor example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.", + "key": "srd_wizard_arcane-recovery", + "name": "Arcane Recovery" + }, + { + "desc": "When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation, all detailed at the end of the class description.\r\n\r\nYour choice grants you features at 2nd level and again at 6th, 10th, and 14th level.", + "key": "srd_wizard_arcane-tradition", + "name": "Arcane Tradition" + }, + { + "desc": "When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.\r\n\r\nIf you want to cast either spell at a higher level, you must expend a spell slot as normal.", + "key": "srd_wizard_signature-spells", + "name": "Signature Spells" + }, + { + "desc": "At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.\r\n\r\nBy spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.", + "key": "srd_wizard_spell-mastery", + "name": "Spell Mastery" + }, + { + "desc": "As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.\r\n\r\n### Cantrips\r\n\r\nAt 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.\r\n\r\n### Spellbook\r\n\r\nAt 1st level, you have a spellbook containing six 1st- level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.\r\n\r\n### Preparing and Casting Spells\r\n\r\nThe Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.\r\n\r\nYou prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.\r\n\r\nFor example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.\r\n\r\nYou can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.\r\n\r\n### Spellcasting Ability\r\n\r\nIntelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.\r\n\r\n**Spell save DC** = 8 + your proficiency bonus + your Intelligence modifier\r\n\r\n**Spell attack modifier** = your proficiency bonus + your Intelligence modifier\r\n\r\n### Ritual Casting\r\n\r\nYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.\r\n\r\n### Spellcasting Focus\r\n\r\nYou can use an arcane focus as a spellcasting focus for your wizard spells.\r\n\r\n### Learning Spells of 1st Level and Higher\r\n\r\nEach time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the \u201cYour Spellbook\u201d sidebar).", + "key": "srd_wizard_spellcasting", + "name": "Spellcasting" + } + ], + "hit_dice": "d6", + "hit_points": { + "hit_dice": "d6", + "hit_dice_name": "1d6 per Wizard level", + "hit_points_at_1st_level": "6 + your Constitution modifier", + "hit_points_at_higher_levels": "1d6 (or 4) + your Constitution modifier per wizard level after 1st" + }, + "key": "srd_wizard", + "levels": { + "1": { + "features": [ + "srd_wizard_arcane-recovery", + "srd_wizard_spellcasting" + ], + "level": 1, + "proficiency-bonus": 2 + }, + "12": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 12, + "proficiency-bonus": 4 + }, + "16": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 16, + "proficiency-bonus": 5 + }, + "18": { + "features": [ + "srd_wizard_spell-mastery" + ], + "level": 18, + "proficiency-bonus": 6 + }, + "19": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 19, + "proficiency-bonus": 6 + }, + "2": { + "features": [ + "srd_wizard_arcane-tradition" + ], + "level": 2, + "proficiency-bonus": 2 + }, + "20": { + "features": [ + "srd_wizard_signature-spells" + ], + "level": 20, + "proficiency-bonus": 6 + }, + "4": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 4, + "proficiency-bonus": 2 + }, + "8": { + "features": [ + "srd_wizard_ability-score-improvement" + ], + "level": 8, + "proficiency-bonus": 3 + } + }, + "name": "Wizard", + "subclass_of": null, + "url": "http://localhost:8000/v2/classes/srd_wizard/" + } ], "concentration": false, "damage_roll": "", @@ -36,12 +272,7 @@ "reaction_condition": null, "ritual": false, "saving_throw_ability": "", - "school": { - "desc": "**Conjuration** spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster\u2019s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out of nothing.", - "document": "srd", - "key": "conjuration", - "name": "Conjuration" - }, + "school": "http://localhost:8000/v2/spellschools/conjuration/", "shape_size": null, "shape_size_unit": "feet", "shape_type": null,