list: API endpoint for returning a list of search results from the Open5e database.

GET /search/?text=fire
HTTP 200 OK
Allow: GET, HEAD, OPTIONS
Content-Type: application/json
Vary: Accept

{
    "count": 354,
    "next": "https://api.open5e.com/search/?page=2&text=fire",
    "previous": null,
    "results": [
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Fire Darts\nWhen this spell is cast on any fire that’s at least as large as a small campfire or cooking fire, three darts of flame shoot out from the fire toward creatures within 30 feet of the fire. Darts can be directed against the same or separate targets as the caster chooses. Each dart deals 4d6 fire damage, or half as much damage if its target makes a successful Dexterity saving throw.\n\n\n\n",
            "name": "Fire Darts",
            "route": "spells/",
            "slug": "fire-darts",
            "school": "evocation",
            "dnd_class": "Cleric, Druid, Wizard",
            "highlighted": "<span class=\"highlighted\">Fire</span> Darts\nWhen this spell is cast on any <span class=\"highlighted\">fire</span> that’s at least as large as a small camp<span class=\"highlighted\">fire</span> or cooking <span class=\"highlighted\">fire</span>, three darts of flame shoot out from the <span class=\"highlighted\">fire</span> toward creatures within 30 feet of the <span class=\"highlighted\">fire</span>. D..."
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Fire Under the Tongue\nYou can ingest a nonmagical fire up to the size of a normal campfire that is within range. The fire is stored harmlessly in your mouth and dissipates without effect if it is not used before the spell ends. You can spit out the stored fire as an action. If you try to hit a particular target, then treat this as a ranged attack with a range of 5 feet. Campfire-sized flames deal 2d6 fire damage, while torch-sized flames deal 1d6 fire damage. Once you have spit it out, the fire goes out immediately unless it hits flammable material that can keep it fed.\n\n\n",
            "name": "Fire Under the Tongue",
            "route": "spells/",
            "slug": "fire-under-the-tongue",
            "school": "transmutation",
            "dnd_class": "Druid, Ranger, Warlock",
            "highlighted": "<span class=\"highlighted\">Fire</span> Under the Tongue\nYou can ingest a nonmagical <span class=\"highlighted\">fire</span> up to the size of a normal camp<span class=\"highlighted\">fire</span> that is within range. The <span class=\"highlighted\">fire</span> is stored harmlessly in your mouth and dissipates without effect if it is not ..."
        },
        {
            "text": "Giant Fire Beetle\nA **giant fire beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle&#x27;s glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.\n",
            "name": "Giant Fire Beetle",
            "route": "monsters/",
            "slug": "giant-fire-beetle",
            "armor_class": "13",
            "hit_points": "4",
            "hit_dice": "1d6+1",
            "strength": "8",
            "dexterity": "10",
            "constitution": "12",
            "intelligence": "1",
            "wisdom": "7",
            "charisma": "3",
            "challenge_rating": "0",
            "document_slug": "wotc-srd",
            "document_title": "5e Core Rules",
            "highlighted": "...<span class=\"highlighted\">Fire</span> Beetle\nA **giant <span class=\"highlighted\">fire</span> beetle** is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant <span class=\"highlighted\">fire</span> beetle..."
        },
        {
            "text": "Firetamer\nFiretamers are the elite elementalists of the fire elemental wardens, using their attunement to the primordial forces of the world to not just create fire, not just command it, but tame it to their will. A firetamer is nothing like the manic pyromancers; while the latter recklessly wields fire as a weapon, firetamers use their talent to protect others from fire’s destructive power—or to use that same power to destroy those who threaten their people. Firetamers are almost always accompanied by a salamander, a fire elemental, or a small herd of magma or smoke mephits.\n",
            "name": "Firetamer",
            "route": "monsters/",
            "slug": "firetamer",
            "armor_class": "17",
            "hit_points": "92",
            "hit_dice": "16d8+20",
            "strength": "8",
            "dexterity": "15",
            "constitution": "14",
            "intelligence": "12",
            "wisdom": "18",
            "charisma": "11",
            "challenge_rating": "7",
            "document_slug": "taldorei",
            "document_title": "Critical Role: Tal’Dorei Campaign Setting",
            "highlighted": "<span class=\"highlighted\">Fire</span>tamer\n<span class=\"highlighted\">Fire</span>tamers are the elite elementalists of the <span class=\"highlighted\">fire</span> elemental wardens, using their attunement to the primordial forces of the world to not just create <span class=\"highlighted\">fire</span>, not just command it, but tame it t..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "\n\nBrazier of Commanding Fire Elementals\nWhile fire burns in this 5 pound brass brazier, you can use an action to summon a fire elemental  as if you had cast the __conjure elemental_  spell. Once used, you must wait until the next dawn to use it again.\nWondrous Item\n",
            "name": "Brazier of Commanding Fire Elementals",
            "route": "magicitems/",
            "slug": "brazier-of-commanding-fire-elementals-a5e",
            "type": "Wondrous Item",
            "rarity": "Rare",
            "requires_attunement": "",
            "highlighted": "...<span class=\"highlighted\">Fire</span> Elementals\nWhile <span class=\"highlighted\">fire</span> burns in this 5 pound brass brazier, you can use an action to summon a <span class=\"highlighted\">fire</span> elemental  as if you had cast the __conjure elemental_  spell. Once used, you must wait until the..."
        },
        {
            "document_slug": "wotc-srd",
            "document_title": "5e Core Rules",
            "text": "Fire Bolt\nYou hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn&#x27;t being worn or carried.\n\n\n",
            "name": "Fire Bolt",
            "route": "spells/",
            "slug": "fire-bolt",
            "school": "Evocation",
            "dnd_class": "Sorcerer, Wizard",
            "highlighted": "<span class=\"highlighted\">Fire</span> Bolt\nYou hurl a mote of <span class=\"highlighted\">fire</span> at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 <span class=\"highlighted\">fire</span> damage. A flammable object hit by this spell..."
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Brimstone Infusion\nYou infuse an ordinary flask of alchemist&#x27;s fire with magical brimstone. While so enchanted, the alchemist&#x27;s fire can be thrown 40 feet instead of 20, and it does 2d6 fire damage instead of 1d4. The Dexterity saving throw to extinguish the flames uses your spell save DC instead of DC 10. Infused alchemist&#x27;s fire returns to its normal properties after 24 hours.\n\n\n",
            "name": "Brimstone Infusion",
            "route": "spells/",
            "slug": "brimstone-infusion",
            "school": "Transmutation",
            "dnd_class": "",
            "highlighted": "...<span class=\"highlighted\">fire</span> with magical brimstone. While so enchanted, the alchemist&#x27;s <span class=\"highlighted\">fire</span> can be thrown 40 feet instead of 20, and it does 2d6 <span class=\"highlighted\">fire</span> damage instead of 1d4. The Dexterity saving throw to extinguish the..."
        },
        {
            "text": "Fire-Infused Water Elemental\nA pillar of water rises up into a humanoid shape, steam trailing from its boiling form._  \n**Boiling Water.** Fire-infused water elementals are created when water elementals spend great lengths of time in superheated water, such as the borderlands between the Elemental Planes of Fire and Water, or when they are inundated with large amounts of fire magic. The elementals are irreparably changed and exist in a state between fire and water elemental. Too fiery for one and too watery for the other, they often find their way to the Material Plane, where they can carve out their own territory.  \n**Geothermal Dwellers.** Fire-infused water elementals prefer to inhabit areas with water heated by geothermal activity, such as hot springs and geysers. They claim such locations as their homes and grow violent when creatures harm or pollute their claimed waters. Fire-infused water elementals get along well with Open Game License\n",
            "name": "Fire-Infused Water Elemental",
            "route": "monsters/",
            "slug": "fire-infused-water-elemental",
            "armor_class": "14",
            "hit_points": "138",
            "hit_dice": "12d12+60",
            "strength": "20",
            "dexterity": "14",
            "constitution": "20",
            "intelligence": "5",
            "wisdom": "10",
            "charisma": "8",
            "challenge_rating": "7",
            "document_slug": "tob2",
            "document_title": "Tome of Beasts 2",
            "highlighted": "...<span class=\"highlighted\">Fire</span> and Water, or when they are inundated with large amounts of <span class=\"highlighted\">fire</span> magic. The elementals are irreparably changed and exist in a state between <span class=\"highlighted\">fire</span> and water elemental. Too fiery for one and too wat..."
        },
        {
            "document_slug": "wotc-srd",
            "document_title": "5e Core Rules",
            "text": "\n\nBrazier of Commanding Fire Elementals\nWhile a fire burns in this brass brazier, you can use an action to speak the brazier&#x27;s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can&#x27;t be used this way again until the next dawn.\nThe brazier weighs 5 pounds.\nWondrous item\n",
            "name": "Brazier of Commanding Fire Elementals",
            "route": "magicitems/",
            "slug": "brazier-of-commanding-fire-elementals",
            "type": "Wondrous item",
            "rarity": "rare",
            "requires_attunement": "",
            "highlighted": "...<span class=\"highlighted\">Fire</span> Elementals\nWhile a <span class=\"highlighted\">fire</span> burns in this brass brazier, you can use an action to speak the brazier&#x27;s command word and summon a <span class=\"highlighted\">fire</span> elemental, as if you had cast the conjure elemental spell. Th..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "Fire Bolt\nYou cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 fire damage. An unattended flammable object is ignited.\n\n\n",
            "name": "Fire Bolt",
            "route": "spells/",
            "slug": "fire-bolt-a5e",
            "school": "Evocation",
            "dnd_class": "Artificer, Sorcerer, Wizard",
            "highlighted": "<span class=\"highlighted\">Fire</span> Bolt\nYou cast a streak of flame at the target. Make a ranged spell attack. On a hit, you deal 1d10 <span class=\"highlighted\">fire</span> damage. An unattended flammable object is ignited.\n\n\n"
        },
        {
            "text": "Fire Dancer Swarm\n_A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering fire._  \n_**Stunted Elementals.**_ Fire dancers are Tiny fire elementals. Speculation varies whether they’re simply immature or somehow stunted. They may be castoffs from larger, fiery elemental beings. A single, solitary fire dancer is no more than a semi-sentient spark with a fragment of life and lofty but unrealistic ambitions. In large numbers, they’re a menace.  \n_**Unite and Grow Strong.**_ Larger fire elementals are usually sessile creatures, content merely to exist on their plane of origin. Fire dancers possess (and some argue are infected with) mortal qualities—they seek to reach a greater potential, which smacks of envy, ambition, and resentment. They realize that there is power in numbers and that, when united, they are a force to be reckoned with. A single fire dancer is no more threatening than a tiny candle flame, burning hot and blue. When thousands join together, though, the result is an inferno. The likeness of a skull in its flame is an illusion created by the creature, based on how the fire dancers perceive mortal creatures after they’re done with them.  \n_**Surly Servants.**_ Lone fire dancers have individuality, but in groups, they develop a hive mentality. While this allows them to function as a swarm, it also makes them vulnerable as a group to mind-affecting magic. Savvy bards, conjurers, and enchanters who summon swarms of fire dancers know they must maintain a tight control on the swarm, for these creatures are surly servants at the best of times.  \n_**Elemental Nature.**_ A swarm of fire dancers doesn’t require air, food, drink, or sleep.\n",
            "name": "Fire Dancer Swarm",
            "route": "monsters/",
            "slug": "fire-dancer-swarm",
            "armor_class": "15",
            "hit_points": "90",
            "hit_dice": "12d8+36",
            "strength": "10",
            "dexterity": "20",
            "constitution": "16",
            "intelligence": "6",
            "wisdom": "10",
            "charisma": "7",
            "challenge_rating": "7",
            "document_slug": "tob",
            "document_title": "Tome of Beasts",
            "highlighted": "<span class=\"highlighted\">Fire</span> Dancer Swarm\n_A swirling mass of tiny, blue flames dances with the likeness of a skull embedded in each little, flickering <span class=\"highlighted\">fire</span>._  \n_**Stunted Elementals.**_ <span class=\"highlighted\">Fire</span> dancers are Tiny <span class=\"highlighted\">fire</span> elementals..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "Scorching Ray\nThree rays of blazing orange fire shoot from your fingertips. Make a ranged spell attack for each ray.\n\nOn a hit, the target takes 2d6 fire damage.\n\n\n",
            "name": "Scorching Ray",
            "route": "spells/",
            "slug": "scorching-ray-a5e",
            "school": "Evocation",
            "dnd_class": "Sorcerer, Wizard",
            "highlighted": "...<span class=\"highlighted\">fire</span> shoot from your fingertips. Make a ranged spell attack for each ray.\n\nOn a hit, the target takes 2d6 <span class=\"highlighted\">fire</span> damage.\n\n\n"
        },
        {
            "document_slug": "vom",
            "document_title": "Vault of Magic",
            "text": "\n\nLast Chance Quiver\nThis quiver holds 20 arrows. However, when you draw and fire the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and fired, the quiver doesn&#x27;t produce another arrow until the quiver has been refilled and another 20 arrows have been drawn and fired.\nWondrous item\n",
            "name": "Last Chance Quiver",
            "route": "magicitems/",
            "slug": "last-chance-quiver",
            "type": "Wondrous item",
            "rarity": "common",
            "requires_attunement": "",
            "highlighted": "...<span class=\"highlighted\">fire</span> the last arrow from the quiver, it magically produces a 21st arrow. Once this arrow has been drawn and <span class=\"highlighted\">fire</span>d, the quiver doesn&#x27;t produce another arrow until the quiver has been refilled and ..."
        },
        {
            "document_slug": "vom",
            "document_title": "Vault of Magic",
            "text": "\n\nAlchemical Lantern\nThis hooded lantern has 3 charges and regains all expended charges daily at dusk. While the lantern is lit, you can use an action to expend 1 charge to cause the lantern to spit gooey alchemical fire at a creature you can see in the lantern&#x27;s bright light. The lantern makes its attack roll with a +5 bonus. On a hit, the target takes 2d6 fire damage, and it ignites. Until a creature takes an action to douse the fire, the target takes 1d6 fire damage at the start of each of its turns.\nWondrous item\n",
            "name": "Alchemical Lantern",
            "route": "magicitems/",
            "slug": "alchemical-lantern",
            "type": "Wondrous item",
            "rarity": "uncommon",
            "requires_attunement": "",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage, and it ignites. Until a creature takes an action to douse the <span class=\"highlighted\">fire</span>, the target takes 1d6 <span class=\"highlighted\">fire</span> damage at the start of each of its turns.\nWondrous item\n"
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "Burning Hands\nA thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.\n\n\n",
            "name": "Burning Hands",
            "route": "spells/",
            "slug": "burning-hands-a5e",
            "school": "Evocation",
            "dnd_class": "Artificer, Sorcerer, Wizard",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage. The <span class=\"highlighted\">fire</span> ignites any flammable unattended objects in the area.\n\n\n"
        },
        {
            "document_slug": "vom",
            "document_title": "Vault of Magic",
            "text": "\n\nAshwood Wand\nYou can use this wand as a spellcasting focus. The wand has 3 charges and regains all expended charges daily at dawn. When you cast a spell that deals fire damage while using this wand as your spellcasting focus, the spell deals 1 extra fire damage. If you expend 1 of the wand&#x27;s charges during the casting, the spell deals 1d4 + 1 extra fire damage instead.\nWand\n",
            "name": "Ashwood Wand",
            "route": "magicitems/",
            "slug": "ashwood-wand",
            "type": "Wand",
            "rarity": "common",
            "requires_attunement": "requires attunement",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage while using this wand as your spellcasting focus, the spell deals 1 extra <span class=\"highlighted\">fire</span> damage. If you expend 1 of the wand&#x27;s charges during the casting, the spell deals 1d4 + 1 extra <span class=\"highlighted\">fire</span> dam..."
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Torrent of Fire\nYou harness the power of fire contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 fire damage, or half as much damage with a successful Dexterity saving throw. You can then flow along the flames, reappearing anywhere inside the cone’s area. This repositioning doesn’t count as movement and doesn’t trigger opportunity attacks.\n\n\n",
            "name": "Torrent of Fire",
            "route": "spells/",
            "slug": "torrent-of-fire",
            "school": "conjuration",
            "dnd_class": "",
            "highlighted": "...<span class=\"highlighted\">Fire</span>\nYou harness the power of <span class=\"highlighted\">fire</span> contained in ley lines with this spell. You create a 60-foot cone of flame. Creatures in the cone take 6d6 <span class=\"highlighted\">fire</span> damage, or half as much damage with a successful Dext..."
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Ashen Memories\nYou touch the ashes, embers, or soot left behind by a fire and receive a vision of one significant event that occurred in the area while the fire was burning. For example, if you were to touch the cold embers of a campfire, you might witness a snippet of a conversation that occurred around the fire. Similarly, touching the ashes of a burned letter might grant you a vision of the person who destroyed the letter or the contents of the letter. You have no control over what information the spell reveals, but your vision usually is tied to the most meaningful event related to the fire. The GM determines the details of what is revealed.\n\n\n",
            "name": "Ashen Memories",
            "route": "spells/",
            "slug": "ashen-memories",
            "school": "divination",
            "dnd_class": "Bard, Cleric, Wizard",
            "highlighted": "...<span class=\"highlighted\">fire</span> and receive a vision of one significant event that occurred in the area while the <span class=\"highlighted\">fire</span> was burning. For example, if you were to touch the cold embers of a camp<span class=\"highlighted\">fire</span>, you might witness a snippet of..."
        },
        {
            "text": "Fire Elemental\n\n",
            "name": "Fire Elemental",
            "route": "monsters/",
            "slug": "fire-elemental",
            "armor_class": "13",
            "hit_points": "102",
            "hit_dice": "12d10+36",
            "strength": "10",
            "dexterity": "17",
            "constitution": "16",
            "intelligence": "6",
            "wisdom": "10",
            "charisma": "7",
            "challenge_rating": "5",
            "document_slug": "wotc-srd",
            "document_title": "5e Core Rules",
            "highlighted": "<span class=\"highlighted\">Fire</span> Elemental\n\n"
        },
        {
            "text": "Fire Elemental\n\n",
            "name": "Fire Elemental",
            "route": "monsters/",
            "slug": "fire-elemental-a5e",
            "armor_class": "14",
            "hit_points": "90",
            "hit_dice": "12d10+24",
            "strength": "10",
            "dexterity": "18",
            "constitution": "14",
            "intelligence": "6",
            "wisdom": "10",
            "charisma": "6",
            "challenge_rating": "5",
            "document_slug": "menagerie",
            "document_title": "Level Up Advanced 5e Monstrous Menagerie",
            "highlighted": "<span class=\"highlighted\">Fire</span> Elemental\n\n"
        },
        {
            "text": "Fire Giant\n\n",
            "name": "Fire Giant",
            "route": "monsters/",
            "slug": "fire-giant",
            "armor_class": "18",
            "hit_points": "162",
            "hit_dice": "13d12+78",
            "strength": "25",
            "dexterity": "9",
            "constitution": "23",
            "intelligence": "10",
            "wisdom": "14",
            "charisma": "13",
            "challenge_rating": "9",
            "document_slug": "wotc-srd",
            "document_title": "5e Core Rules",
            "highlighted": "<span class=\"highlighted\">Fire</span> Giant\n\n"
        },
        {
            "text": "Fire Giant\n\n",
            "name": "Fire Giant",
            "route": "monsters/",
            "slug": "fire-giant-a5e",
            "armor_class": "18",
            "hit_points": "162",
            "hit_dice": "13d12+78",
            "strength": "25",
            "dexterity": "10",
            "constitution": "22",
            "intelligence": "10",
            "wisdom": "14",
            "charisma": "12",
            "challenge_rating": "11",
            "document_slug": "menagerie",
            "document_title": "Level Up Advanced 5e Monstrous Menagerie",
            "highlighted": "<span class=\"highlighted\">Fire</span> Giant\n\n"
        },
        {
            "text": "Fire Imp\n\n",
            "name": "Fire Imp",
            "route": "monsters/",
            "slug": "fire-imp",
            "armor_class": "13",
            "hit_points": "14",
            "hit_dice": "4d4+4",
            "strength": "5",
            "dexterity": "14",
            "constitution": "12",
            "intelligence": "10",
            "wisdom": "10",
            "charisma": "14",
            "challenge_rating": "1/2",
            "document_slug": "cc",
            "document_title": "Creature Codex",
            "highlighted": "<span class=\"highlighted\">Fire</span> Imp\n\n"
        },
        {
            "text": "Fire Elemental\n\n",
            "name": "Fire Elemental",
            "route": "monsters/",
            "slug": "fire_elemental_bf",
            "armor_class": "13",
            "hit_points": "110",
            "hit_dice": "",
            "strength": "10",
            "dexterity": "16",
            "constitution": "16",
            "intelligence": "6",
            "wisdom": "10",
            "charisma": "6",
            "challenge_rating": "5",
            "document_slug": "blackflag",
            "document_title": "Black Flag SRD",
            "highlighted": "<span class=\"highlighted\">Fire</span> Elemental\n\n"
        },
        {
            "text": "Fire Giant\n\n",
            "name": "Fire Giant",
            "route": "monsters/",
            "slug": "fire_giant_bf",
            "armor_class": "18",
            "hit_points": "175",
            "hit_dice": "",
            "strength": "24",
            "dexterity": "16",
            "constitution": "30",
            "intelligence": "10",
            "wisdom": "14",
            "charisma": "26",
            "challenge_rating": "9",
            "document_slug": "blackflag",
            "document_title": "Black Flag SRD",
            "highlighted": "<span class=\"highlighted\">Fire</span> Giant\n\n"
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "Fireball\nA fiery mote streaks to a point within range and explodes in a burst of flame. The fire spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fire damage.\n\n\n",
            "name": "Fireball",
            "route": "spells/",
            "slug": "fireball-a5e",
            "school": "Evocation",
            "dnd_class": "Artificer, Sorcerer, Wizard",
            "highlighted": "<span class=\"highlighted\">Fire</span>ball\nA fiery mote streaks to a point within range and explodes in a burst of flame. The <span class=\"highlighted\">fire</span> spreads around corners and ignites unattended flammable objects. Each creature in the area takes 6d6 fi..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "\n\nStaff of Fire\nWhile holding this staff you gain resistance  to fire damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __burning hands_ (1 charge), __fireball_ (3 charges), wall of fire  (4 charges).\nThe staff has 10 charges and regains 1d6+4 expended charges each dawn. When the last charge is expended, roll a d20. On a 1, the staff crumbles to ash and is destroyed.\nStaff\n",
            "name": "Staff of Fire",
            "route": "magicitems/",
            "slug": "staff-of-fire-a5e",
            "type": "Staff",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage, and you can use an action to expend charges to cast one of the following spells, using your spell save DC: __burning hands_ (1 charge), __<span class=\"highlighted\">fire</span>ball_ (3 charges), wall of <span class=\"highlighted\">fire</span>  (4 charges)...."
        },
        {
            "text": "Giant Fire Beetle\n\n",
            "name": "Giant Fire Beetle",
            "route": "monsters/",
            "slug": "giant-fire-beetle-a5e",
            "armor_class": "13",
            "hit_points": "4",
            "hit_dice": "1d6+1",
            "strength": "8",
            "dexterity": "10",
            "constitution": "12",
            "intelligence": "1",
            "wisdom": "6",
            "charisma": "4",
            "challenge_rating": "0",
            "document_slug": "menagerie",
            "document_title": "Level Up Advanced 5e Monstrous Menagerie",
            "highlighted": "...<span class=\"highlighted\">Fire</span> Beetle\n\n"
        },
        {
            "text": "Giant Fire Elemental\n\n",
            "name": "Giant Fire Elemental",
            "route": "monsters/",
            "slug": "giant-fire-elemental-a5e",
            "armor_class": "14",
            "hit_points": "127",
            "hit_dice": "15d12+30",
            "strength": "10",
            "dexterity": "18",
            "constitution": "14",
            "intelligence": "6",
            "wisdom": "10",
            "charisma": "6",
            "challenge_rating": "9",
            "document_slug": "menagerie",
            "document_title": "Level Up Advanced 5e Monstrous Menagerie",
            "highlighted": "...<span class=\"highlighted\">Fire</span> Elemental\n\n"
        },
        {
            "text": "Trollkin Fire Shaman\n\n",
            "name": "Trollkin Fire Shaman",
            "route": "monsters/",
            "slug": "trollkin-fire-shaman",
            "armor_class": "14",
            "hit_points": "45",
            "hit_dice": "7d8+14",
            "strength": "10",
            "dexterity": "14",
            "constitution": "14",
            "intelligence": "9",
            "wisdom": "16",
            "charisma": "8",
            "challenge_rating": "2",
            "document_slug": "tob3",
            "document_title": "Tome of Beasts 3",
            "highlighted": "...<span class=\"highlighted\">Fire</span> Shaman\n\n"
        },
        {
            "document_slug": "vom",
            "document_title": "Vault of Magic",
            "text": "\n\nWeb Arrows\nCarvings of spiderwebs decorate the arrowhead and shaft of these arrows, which always come in pairs. When you fire the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you fire the first arrow, you must fire the second arrow within 1 minute. The arrows must land within 20 feet of each other, or the magic fails. The webs created by the arrows are difficult terrain and lightly obscure the area. Each creature that starts its turn in the webs or enters them during its turn must make a DC 13 Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature, including the restrained creature, can take its action to break the creature free from the webbing by succeeding on a DC 13 Strength check. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.\nAmmunition\n",
            "name": "Web Arrows",
            "route": "magicitems/",
            "slug": "web-arrows",
            "type": "Ammunition",
            "rarity": "uncommon",
            "requires_attunement": "",
            "highlighted": "...<span class=\"highlighted\">fire</span> the arrows from a bow, they become the two anchor points for a 20-foot cube of thick, sticky webbing. Once you <span class=\"highlighted\">fire</span> the first arrow, you must <span class=\"highlighted\">fire</span> the second arrow within 1 minute. The arrows mus..."
        },
        {
            "document_slug": "wotc-srd",
            "document_title": "5e Core Rules",
            "text": "Scorching Ray\nYou create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.\n\n\n",
            "name": "Scorching Ray",
            "route": "spells/",
            "slug": "scorching-ray",
            "school": "Evocation",
            "dnd_class": "Cleric, Sorcerer, Warlock, Wizard",
            "highlighted": "...<span class=\"highlighted\">fire</span> and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 <span class=\"highlighted\">fire</span> damage.\n\n\n"
        },
        {
            "text": "Fire Giant War Priest\n\n",
            "name": "Fire Giant War Priest",
            "route": "monsters/",
            "slug": "fire-giant-war-priest-a5e",
            "armor_class": "18",
            "hit_points": "162",
            "hit_dice": "13d12+78",
            "strength": "25",
            "dexterity": "10",
            "constitution": "22",
            "intelligence": "10",
            "wisdom": "14",
            "charisma": "12",
            "challenge_rating": "12",
            "document_slug": "menagerie",
            "document_title": "Level Up Advanced 5e Monstrous Menagerie",
            "highlighted": "<span class=\"highlighted\">Fire</span> Giant War Priest\n\n"
        },
        {
            "text": "Insect, Giant Fire Beetle\n\n",
            "name": "Insect, Giant Fire Beetle",
            "route": "monsters/",
            "slug": "insect_giant_fire_beetle_bf",
            "armor_class": "13",
            "hit_points": "7",
            "hit_dice": "",
            "strength": "8",
            "dexterity": "10",
            "constitution": "12",
            "intelligence": "1",
            "wisdom": "6",
            "charisma": "2",
            "challenge_rating": "0",
            "document_slug": "blackflag",
            "document_title": "Black Flag SRD",
            "highlighted": "...<span class=\"highlighted\">Fire</span> Beetle\n\n"
        },
        {
            "text": "Swarm of Fire Dancers\nFalse\n",
            "name": "Swarm of Fire Dancers",
            "route": "monsters/",
            "slug": "swarmoffiredancers-tob1-2023",
            "armor_class": "15",
            "hit_points": "90",
            "hit_dice": "12d8 + 36",
            "strength": "10",
            "dexterity": "20",
            "constitution": "16",
            "intelligence": "6",
            "wisdom": "10",
            "charisma": "7",
            "challenge_rating": "7",
            "document_slug": "tob-2023",
            "document_title": "Tome of Beasts 2023",
            "highlighted": "...<span class=\"highlighted\">Fire</span> Dancers\nFalse\n"
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Costly Victory\nYou select up to ten enemies you can see that are within range. Each target must make a Wisdom saving throw. On a failed save, that creature is cursed to burst into flame if it reduces one of your allies to 0 hit points before this spell’s duration expires. The affected creature takes 6d8 fire damage and 6d8 radiant damage when it bursts into flame.\n\nIf the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on fire and continues burning; the creature takes fire damage equal to your spellcasting ability modifier at the end of each of its turns until the creature or one of its allies within 5 feet of it uses an action to extinguish the fire.\n\n\n",
            "name": "Costly Victory",
            "route": "spells/",
            "slug": "costly-victory",
            "school": "evocation",
            "dnd_class": "",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage and 6d8 radiant damage when it bursts into flame.\n\nIf the affected creature is wearing flammable material (or is made of flammable material, such as a plant creature), it catches on <span class=\"highlighted\">fire</span> a..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "\n\nDark Stone\nFive dark stones are usually found together. A dark stone is a black, round pebble that is cold to the touch. It can be used as sling ammunition or can be thrown up to 30 feet. If it is used as sling ammunition, a target hit by the stone takes an extra 1d6 cold damage. Whether it is fired or thrown, nonmagical fires within 10 feet of the stone’s point of impact are immediately extinguished, as are any magical lights or fires created with a spell slot of 2nd-level or lower.\nWeapon\n",
            "name": "Dark Stone",
            "route": "magicitems/",
            "slug": "dark-stone-a5e",
            "type": "Weapon",
            "rarity": "Uncommon",
            "requires_attunement": "",
            "highlighted": "...<span class=\"highlighted\">fire</span>d or thrown, nonmagical <span class=\"highlighted\">fire</span>s within 10 feet of the stone’s point of impact are immediately extinguished, as are any magical lights or <span class=\"highlighted\">fire</span>s created with a spell slot of 2nd-level or lower.\nWeapon..."
        },
        {
            "document_slug": "wotc-srd",
            "document_title": "5e Core Rules",
            "text": "\n\nStaff of Fire\nYou have resistance to fire damage while you hold this staff.\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.\nStaff\n",
            "name": "Staff of Fire",
            "route": "magicitems/",
            "slug": "staff-of-fire",
            "type": "Staff",
            "rarity": "very rare",
            "requires_attunement": "requires attunement by a druid, sorcerer, warlock, or wizard",
            "highlighted": "...<span class=\"highlighted\">Fire</span>\nYou have resistance to <span class=\"highlighted\">fire</span> damage while you hold this staff.\nThe staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spe..."
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Iron Hand\n**Iron hand** is a common spell among metalsmiths and other crafters who work with heat. When you use this spell, one of your arms becomes immune to fire damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring fire to pick up an object. In addition, if you take the Dodge action while you’re protected by **iron hand**, you have resistance to fire damage until the start of your next turn.\n\n\n",
            "name": "Iron Hand",
            "route": "spells/",
            "slug": "iron-hand",
            "school": "Abjuration",
            "dnd_class": "Bard, Cleric, Druid",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage, allowing you to grasp red-hot metal, scoop up molten glass with your fingers, or reach deep into a roaring <span class=\"highlighted\">fire</span> to pick up an object. In addition, if you take the Dodge action while you’r..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "Fire Shield\nUntil the spell ends, flames envelop your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to end the spell early. Choose one of the following options:\n\n* **Chill Shield:** You have resistance to fire damage. A creature within 5 feet of you takes 2d8 cold damage when it hits you with a melee attack.\n* **Warm Shield:** You have resistance to cold damage. A creature within 5 feet of you takes 2d8 fire damage when it hits you with a melee attack.\n\n\n",
            "name": "Fire Shield",
            "route": "spells/",
            "slug": "fire-shield-a5e",
            "school": "Evocation",
            "dnd_class": "Wizard",
            "highlighted": "<span class=\"highlighted\">Fire</span> Shield\nUntil the spell ends, flames envelop your body, casting bright light in a 10-foot radius and dim light for an additional 10 feet. You can use an action to end the spell early. Choose one o..."
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Doom of Consuming Fire\nYou are wreathed in cold, purple fire that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell and at the start of each of your turns while the spell is in effect take 1d8 cold damage.\n\n\n\n",
            "name": "Doom of Consuming Fire",
            "route": "spells/",
            "slug": "doom-of-consuming-fire",
            "school": "evocation",
            "dnd_class": "Cleric, Sorcerer, Wizard",
            "highlighted": "...<span class=\"highlighted\">Fire</span>\nYou are wreathed in cold, purple <span class=\"highlighted\">fire</span> that damages creatures near you. You take 1d6 cold damage each round for the duration of the spell. Creatures within 5 feet of you when you cast the spell an..."
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Steam Blast\nYou unleash a burst of superheated steam in a 15-foot radius around you. All other creatures in the area take 5d8 fire damage, or half as much damage on a successful Dexterity saving throw. Nonmagical fires smaller than a bonfire are extinguished, and everything becomes wet.\n\n\n\n",
            "name": "Steam Blast",
            "route": "spells/",
            "slug": "steam-blast",
            "school": "evocation",
            "dnd_class": "Sorcerer, Warlock, Wizard",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage, or half as much damage on a successful Dexterity saving throw. Nonmagical <span class=\"highlighted\">fire</span>s smaller than a bon<span class=\"highlighted\">fire</span> are extinguished, and everything becomes wet.\n\n\n\n"
        },
        {
            "document_slug": "dmag",
            "document_title": "Deep Magic 5e",
            "text": "Boiling Blood\nYou cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.\n\n\n\n",
            "name": "Boiling Blood",
            "route": "spells/",
            "slug": "boiling-blood",
            "school": "necromancy",
            "dnd_class": "Sorcerer, Warlock, Wizard",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage and the spell ends. On a failed save, the creature takes 4d6 <span class=\"highlighted\">fire</span> damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a succes..."
        },
        {
            "document_slug": "wotc-srd",
            "document_title": "5e Core Rules",
            "text": "Fire Shield\nThin and vaporous flame surround your body for the duration of the spell, radiating a bright light bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell using an action to make it disappear. The flames are around you a heat shield or cold, your choice. The heat shield gives you cold damage resistance and the cold resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of fire damage or cold, depending on the model.\n\n\n",
            "name": "Fire Shield",
            "route": "spells/",
            "slug": "fire-shield",
            "school": "Evocation",
            "dnd_class": "Warlock, Wizard",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, flames spring from the shield. The attacker then suffers 2d8 points of <span class=\"highlighted\">fire</span> damage or cold, depending o..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "\n\nHelm of Brilliance\nThis helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Gems removed from the helm crumble to dust. The helm loses its magic when all the gems are removed.\nWhile wearing this helm, you gain the following benefits:\n\nYou can use an action to cast one of the following spells (save DC 18) with the listed gem as its component: daylight (opal), __fireball_  (fire opal), prismatic spray (diamond), or wall of fire  (ruby). The gem is then destroyed.\nIf at least one diamond remains, the helm casts dim light in a 30-foot radius if at least one undead is within 30 feet. Any undead that starts its turn in the light takes 1d6 radiant damage.\nIf at least one ruby remains, you have resistance to fire damage.\nIf at least one fire opal remains, you can use an action to speak a command word and cause a weapon you are holding to erupt in flames, causing it to deal an extra 1d6 fire damage on a hit. The flames cast bright light in a 10-foot radius and dim light for an additional 10 feet. The flames last until you use a bonus action to speak the command word or you release the weapon.\nWhenever you fail a saving throw  against a spell and take fire damage as a result, roll a d20. On a 1, light blazes from the remaining gems. Each creature within 60 feet other than you must succeed on a DC 17 Dexterity saving throw or take radiant damage equal to the number of gems in the helm. The helm and the remaining gems are then destroyed.\n\nWondrous Item\n",
            "name": "Helm of Brilliance",
            "route": "magicitems/",
            "slug": "helm-of-brilliance-a5e",
            "type": "Wondrous Item",
            "rarity": "Very Rare",
            "requires_attunement": "requires attunement",
            "highlighted": "...<span class=\"highlighted\">fire</span>ball_  (<span class=\"highlighted\">fire</span> opal), prismatic spray (diamond), or wall of <span class=\"highlighted\">fire</span>  (ruby). The gem is then destroyed.\nIf at least one diamond remains, the helm casts dim light in a 30-foot radius if at least one und..."
        },
        {
            "document_slug": "vom",
            "document_title": "Vault of Magic",
            "text": "\n\nRod of Icicles\nThis white crystalline rod is shaped like an icicle. The rod has 5 charges and regains 1d4 + 1 expended charges daily at dawn. While holding the rod, you can use an action to expend 1 of its charges to attack one creature you can see within 60 feet of you. The rod launches an icicle at the target and makes its attack roll with a +7 bonus. On a hit, the target takes 2d6 piercing damage and 2d6 cold damage. On a critical hit, the target is also paralyzed until the end of its next turn as it momentarily freezes. If you take fire damage while holding this rod, you become immune to fire damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take fire damage, you become immune to fire damage, as normal, but the rod melts into a puddle of water and is destroyed.\nRod\n",
            "name": "Rod of Icicles",
            "route": "magicitems/",
            "slug": "rod-of-icicles",
            "type": "Rod",
            "rarity": "rare",
            "requires_attunement": "requires attunement",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage while holding this rod, you become immune to <span class=\"highlighted\">fire</span> damage for 1 minute, and the rod loses 2 charges. If the rod has only 1 charge remaining when you take <span class=\"highlighted\">fire</span> damage, you become immune to f..."
        },
        {
            "document_slug": "vom",
            "document_title": "Vault of Magic",
            "text": "\n\nRain of Chaos\nThis magic weapon imbues arrows fired from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolled determines the damage type of the extra damage. | d8 | Damage Type |\n| --- | ----------- |\n| 1 | Acid |\n| 2 | Cold |\n| 3 | Fire |\n| 4 | Lightning |\n| 5 | Necrotic |\n| 6 | Poison |\n| 7 | Radiant |\n| 8 | Thunder |\nWeapon\n",
            "name": "Rain of Chaos",
            "route": "magicitems/",
            "slug": "rain-of-chaos",
            "type": "Weapon",
            "rarity": "uncommon",
            "requires_attunement": "requires attunement",
            "highlighted": "\n\nRain of Chaos\nThis magic weapon imbues arrows <span class=\"highlighted\">fire</span>d from it with random energies. When you hit with an attack using this magic bow, the target takes an extra 1d6 damage. Roll a 1d8. The number rolle..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "Fire Storm\nFlames roar, dealing 7d10 fire damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell&#x27;s area consists of a contiguous group of ten 10-foot cubes in an arrangement you choose, with each cube adjacent to at least one other cube.\n\n\n",
            "name": "Fire Storm",
            "route": "spells/",
            "slug": "fire-storm-a5e",
            "school": "Evocation",
            "dnd_class": "Cleric, Druid, Sorcerer",
            "highlighted": "<span class=\"highlighted\">Fire</span> Storm\nFlames roar, dealing 7d10 <span class=\"highlighted\">fire</span> damage to creatures and objects in the area and igniting unattended flammable objects. If you choose, plant life in the area is unaffected. This spell&#x27;s ..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "Flame Blade\nA scimitar-shaped blade of fire appears in your hand, lasting for the duration. It disappears if you drop it, but you can use a bonus action to recall it. The blade casts bright light in a 10-foot radius and dim light for another 10 feet. You can use an action to make a melee spell attack with the blade that deals 3d6 fire damage.\n\n\n",
            "name": "Flame Blade",
            "route": "spells/",
            "slug": "flame-blade-a5e",
            "school": "Evocation",
            "dnd_class": "Artificer, Druid",
            "highlighted": "Flame Blade\nA scimitar-shaped blade of <span class=\"highlighted\">fire</span> appears in your hand, lasting for the duration. It disappears if you drop it, but you can use a bonus action to recall it. The blade casts bright light in a..."
        },
        {
            "document_slug": "a5e",
            "document_title": "Level Up Advanced 5e",
            "text": "Meteor Swarm\nScorching spheres of flame strike the ground at 4 different points within range. The effects of a sphere reach around corners. Creatures and objects in the area take 14d6 fire damage and 14d6 bludgeoning damage, and flammable unattended objects catch on fire. If a creature is in the area of more than one sphere, it is affected only once.\n\n\n",
            "name": "Meteor Swarm",
            "route": "spells/",
            "slug": "meteor-swarm-a5e",
            "school": "Evocation",
            "dnd_class": "Sorcerer, Wizard",
            "highlighted": "...<span class=\"highlighted\">fire</span> damage and 14d6 bludgeoning damage, and flammable unattended objects catch on <span class=\"highlighted\">fire</span>. If a creature is in the area of more than one sphere, it is affected only once.\n\n\n"
        }
    ]
}