Character Class Instance
list: API endpoint for returning a list of classes.
retrieve: API endpoint for returning a particular class.
GET /v2/classes/a5e_marshal/?format=api
{ "url": "https://api.open5e.com/v2/classes/a5e_marshal/?format=api", "key": "a5e_marshal", "features": [ { "key": "a5e_marshal_proficiency-bonus", "name": "Proficiency Bonus", "desc": "", "feature_type": "PROFICIENCY_BONUS", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "+2" }, { "level": 10, "column_value": "+4" }, { "level": 11, "column_value": "+4" }, { "level": 12, "column_value": "+4" }, { "level": 13, "column_value": "+5" }, { "level": 14, "column_value": "+5" }, { "level": 15, "column_value": "+5" }, { "level": 16, "column_value": "+5" }, { "level": 17, "column_value": "+6" }, { "level": 18, "column_value": "+6" }, { "level": 19, "column_value": "+6" }, { "level": 2, "column_value": "+2" }, { "level": 20, "column_value": "+6" }, { "level": 3, "column_value": "+2" }, { "level": 4, "column_value": "+2" }, { "level": 5, "column_value": "+3" }, { "level": 6, "column_value": "+3" }, { "level": 7, "column_value": "+3" }, { "level": 8, "column_value": "+3" }, { "level": 9, "column_value": "+4" } ] }, { "key": "a5e_marshal_commanding-presence-range", "name": "Commanding Presence", "desc": "", "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [ { "level": 1, "column_value": "10 feet" }, { "level": 10, "column_value": "30 feet" }, { "level": 11, "column_value": "30 feet" }, { "level": 12, "column_value": "30 feet" }, { "level": 13, "column_value": "30 feet" }, { "level": 14, "column_value": "10 feet" }, { "level": 15, "column_value": "45 feet" }, { "level": 16, "column_value": "45 feet" }, { "level": 17, "column_value": "45 feet" }, { "level": 18, "column_value": "45 feet" }, { "level": 19, "column_value": "45 feet" }, { "level": 2, "column_value": "10 feet" }, { "level": 20, "column_value": "60 feet" }, { "level": 3, "column_value": "10 feet" }, { "level": 4, "column_value": "10 feet" }, { "level": 5, "column_value": "20 feet" }, { "level": 6, "column_value": "20 feet" }, { "level": 7, "column_value": "20 feet" }, { "level": 8, "column_value": "20 feet" }, { "level": 9, "column_value": "20 feet" } ] }, { "key": "a5e_marshal_follower-count", "name": "Followers", "desc": "", "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "2" }, { "level": 11, "column_value": "2" }, { "level": 12, "column_value": "2" }, { "level": 13, "column_value": "2" }, { "level": 14, "column_value": "2" }, { "level": 15, "column_value": "3" }, { "level": 16, "column_value": "3" }, { "level": 17, "column_value": "3" }, { "level": 18, "column_value": "3" }, { "level": 19, "column_value": "3" }, { "level": 20, "column_value": "4" }, { "level": 5, "column_value": "1" }, { "level": 6, "column_value": "1" }, { "level": 7, "column_value": "1" }, { "level": 8, "column_value": "1" }, { "level": 9, "column_value": "1" } ] }, { "key": "a5e_marshal_maneuvers-known", "name": "Maneuvers Known", "desc": "", "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "6" }, { "level": 11, "column_value": "7" }, { "level": 12, "column_value": "7" }, { "level": 13, "column_value": "8" }, { "level": 14, "column_value": "8" }, { "level": 15, "column_value": "9" }, { "level": 16, "column_value": "9" }, { "level": 17, "column_value": "10" }, { "level": 18, "column_value": "10" }, { "level": 19, "column_value": "11" }, { "level": 2, "column_value": "2" }, { "level": 20, "column_value": "11" }, { "level": 3, "column_value": "3" }, { "level": 4, "column_value": "3" }, { "level": 5, "column_value": "4" }, { "level": 6, "column_value": "4" }, { "level": 7, "column_value": "5" }, { "level": 8, "column_value": "5" }, { "level": 9, "column_value": "6" } ] }, { "key": "a5e_marshal_maneuver-degree", "name": "Maneuver Degree", "desc": "", "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "3rd" }, { "level": 11, "column_value": "3rd" }, { "level": 12, "column_value": "4th" }, { "level": 13, "column_value": "4th" }, { "level": 14, "column_value": "4th" }, { "level": 15, "column_value": "4th" }, { "level": 16, "column_value": "5th" }, { "level": 17, "column_value": "5th" }, { "level": 18, "column_value": "5th" }, { "level": 19, "column_value": "5th" }, { "level": 2, "column_value": "1st" }, { "level": 20, "column_value": "5th" }, { "level": 3, "column_value": "1st" }, { "level": 4, "column_value": "2nd" }, { "level": 5, "column_value": "2nd" }, { "level": 6, "column_value": "2nd" }, { "level": 7, "column_value": "2nd" }, { "level": 8, "column_value": "3rd" }, { "level": 9, "column_value": "3rd" } ] }, { "key": "a5e_marshal_lessons-known", "name": "Lessons Known", "desc": "", "feature_type": "CLASS_TABLE_DATA", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [ { "level": 10, "column_value": "3" }, { "level": 11, "column_value": "3" }, { "level": 12, "column_value": "3" }, { "level": 13, "column_value": "3" }, { "level": 14, "column_value": "4" }, { "level": 15, "column_value": "4" }, { "level": 16, "column_value": "4" }, { "level": 17, "column_value": "4" }, { "level": 18, "column_value": "5" }, { "level": 19, "column_value": "5" }, { "level": 2, "column_value": "1" }, { "level": 20, "column_value": "5" }, { "level": 3, "column_value": "1" }, { "level": 4, "column_value": "1" }, { "level": 5, "column_value": "1" }, { "level": 6, "column_value": "2" }, { "level": 7, "column_value": "2" }, { "level": 8, "column_value": "2" }, { "level": 9, "column_value": "2" } ] }, { "key": "a5e_marshal_ability-score-improvement", "name": "Ability Score Improvement", "desc": "At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score by 2 or two ability scores by 1, to a maximum of 20.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null }, { "level": 16, "detail": null }, { "level": 4, "detail": null }, { "level": 8, "detail": null }, { "level": 19, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_proficiencies", "name": "Proficiencies", "desc": "**Armor:** Light armor, medium armor, heavy armor, shields\n**Weapons:** Simple weapons, martial weapons\n**Tools:** None\n**Saving Throws:** Wisdom, Charisma\n**Skills:** Choose two from Athletics, History, Insight, Intimidation, Medicine, Perception, and Persuasion", "feature_type": "PROFICIENCIES", "gained_at": [], "data_for_class_table": [] }, { "key": "a5e_marshal_starting-equipment", "name": "Equipment", "desc": "You begin the game with 200 gp. You can select your own gear or choose one of the following equipment packages. Also consult the Suggested Equipment section of your chosen background.\n\n- **Skirmisher’s Set (Cost 193 gp):** 6 javelins, longsword, hauberk, light shield, explorer's pack\n- **Soldier's Set (Cost 111 gp):** Battleaxe, scimitar, 2 spears,longbow and quiver with 20 arrows, padded leather, dungeoneer's pack", "feature_type": "STARTING_EQUIPMENT", "gained_at": [], "data_for_class_table": [] }, { "key": "a5e_marshal_commanding-presence", "name": "Commanding Presence", "desc": "Starting at 1st level, you have a Commanding Presence that extends from you in a 10-foot radius.\n\nWhen you take the Attack action, you can forgo making one attack to allow a creature within range of your Commanding Presence to make an attack instead. If the target can hear or see you, it can use its reaction to either cast a cantrip or make one weapon attack.\n\nThe radius of your Commanding Presence increases to 20 feet at 5th level, 30 feet at 10th level, 45 feet at 15th level, and 60 feet at 20th level.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_rallying-surge", "name": "Rallying Surge", "desc": "Also starting at 1st level, you can use a bonus action to choose a creature within 30 feet of you. If the target can hear or see you, it regains hit points equal to 1d8 + your marshal level. Once you use this feature, you must finish a long rest before you can use it again\n\nYou can target two creatures simultaneously with this feature at 3rd level, and starting at 7th level you regain use of this feature after finishing a short or long rest", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 1, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_combat-maneuvers", "name": "Combat Maneuvers", "desc": "At 2nd level, you gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Biting Zephyr, Mirror's Glint, Mist and Shade, Rapid Current, Razor's Edge, Sanguine Knot, Spirited Steed, Unending Wheel. You learn two maneuvers of your choice from traditions you are proficient with.\n\nYou gain an exertion pool equal to twice your proficiency bonus, and you regain any spent exertion when you finish a rest. You use your maneuvers by spending points from your exertion pool. The Maneuvers Known column of the Marshal table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest-degree maneuver you can select at a given level.\n\nAdditionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver of the same degree from a tradition you are proficient with.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_lessons-of-war", "name": "Lessons of War", "desc": "Also at 2nd level, you learn a lesson of war of your choice. Your lessons are detailed at the end of the class description. The Lessons Known column of the Marshal table shows when you learn more lessons of war.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 2, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_marshal-archetype", "name": "Marshal Archetype", "desc": "At 3rd level, you choose an archetype that focuses on the military stratagems you devise. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_mark-foe", "name": "Mark Foe", "desc": "Also at 3rd level, you can use a bonus action to choose a creature you can see within 30 feet. Until the start of your next turn, creatures able to hear or see you gain an expertise die on attacks made against that creature.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 3, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_combat-directives", "name": "Combat Directives", "desc": "Starting at 5th level, you learn one combat maneuver from the Sanguine Knot tradition. The degree of this maneuver can't be higher than the highest-degree maneuver you can learn. This combat maneuver does not count against the number of combat maneuvers that you know.\n\nIn addition, when a creature makes an attack granted by your Commanding Presence, it can simultaneously use one Sanguine Knot combat maneuver that you know. If the creature does not have any exertion points to spend on combat maneuvers, it does not require exertion points for that use but it can't benefit from Combat Directives again until it finishes a rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_extra-attack", "name": "Extra Attack", "desc": "Starting at 5th level, when you take the Attack action on your turn, you can attack twice instead of once. At 11th level, you can attack three times instead of once.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": "two attacks" }, { "level": 11, "detail": "three attacks" } ], "data_for_class_table": [] }, { "key": "a5e_marshal_followers", "name": "Followers", "desc": "At 5th level, you gain one inexperienced follower. At 10th, 15th, and 20th level, you gain an additional follower, or one of your followers becomes more experienced. If one of your followers dies, after 1 month you receive word that their replacement is ready to join you.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 5, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_call-to-arms", "name": "Call to Arms", "desc": "Beginning at 6th level, when you roll initiative, you and each creature you choose within your Commanding Presence gains anexpertise die to their initiative roll.\n\nAdditionally, when you roll for initiative, you can switch your result with that of any ally you can see.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_marshal-renown", "name": "Marshal Renown", "desc": "At 6th level, you add half your proficiency bonus to your Prestige rating.\n\nIn addition, your reputation strongly affects how you are perceived, and when it becomes known that you are in a settlement, people treat you accordingly. At the Narrator's discretion, there may be settlements (such as an enemy's war camp) where you can't utilize this feature. Choose one of the following:\n\n## Famous\nWhen you arrive in a settlement, after you reveal who you are, local authority figures seek you out to make\n\n## Infamous\nWhen you arrive in a settlement, after you reveal who you are, common folk hurry to get out of your way, and when you corner a commoner to ask about something local, they rapidly tell you whatever details they think you might want to know. In addition, you gain an expertise die on Intimidation checks.\n\n## Maverick\nWhen you arrive in a settlement, after you reveal who you are, the local watch starts keeping an eye on you. Heads of illegal organizations might introduce themselves to you if they have goals well suited to your talents. Additionally, guards expect you're up to no good and are quick to leave their posts to follow you.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_versatile-exploration", "name": "Versatile Exploration", "desc": "Also at 6th level, whenever you learn a new lesson of war or replace an existing one, you can instead choose from fighter soldiering knacks.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 6, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_spur-ally", "name": "Spur Ally", "desc": "Beginning at 9th level, once per long rest, when a creature you can see that can hear or see you fails an ability check or saving throw, you can use your reaction to allow them to reroll the triggering ability check or saving throw.\n\nStarting at 13th level, you regain use of this feature after finishing a short or long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 9, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_expanded-directives", "name": "Expanded Directives", "desc": "Starting at 10th level, your capacity to direct your companions broadens. Choose one tradition that you know combat maneuvers from. You are able to use Combat Directives to grant uses of combat maneuvers from the chosen tradition.\n\nAt 15th level, choose a second tradition that you know combat maneuvers from.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_rouse-the-troops", "name": "Rouse the Troops", "desc": "Also starting at 10th level, you can spend 1 minute speaking words of encouragement and support to reinvigorate your companions. Each creature of your choice that can hear or understand you can spend any number of Hit Dice to regain hit points without having to finish a short rest. In addition, each creature spends at least one Hit Die in this way can remove one level of fatigue or strife it is currently suffering. Once a creature has removed a level of fatigue or strife in this way, it can't do so again until it finishes a long rest.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 10, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_commanding-demeanor", "name": "Commanding Demeanor", "desc": "Starting at 12th level, the lessons you've learned on the battlefield become useful tools beyond the realm of combat. Choose one of the following:\n\n## Calm\nWhen you first meet an NPC, you can choose to remain silent and communicate through nonverbal cues. So long as the NPC has a CR lower than your level, you remain silent for 1 minute, and the NPC stays within sight of you for the duration, they act as if you succeeded on an Intimidation check.\n\nIn addition, you gain an expertise die on Insight checks.\n\n## Resolute\nWhenever you make an Intelligence, Wisdom, or Charisma check against a creature and fail, you gain an expertise die on your next Intelligence, Wisdom, or Charisma check made against that creature.\n\n## Responsive\nWhen you overhear an interesting conversation between NPCs, you can interject so seamlessly and casually that the speakers think they already know you, answering one question you ask before realizing that they don't. In addition, you gain an expertise die on Persuasion checks.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 12, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_dauntless", "name": "Dauntless", "desc": "Starting at 13th level, you and creatures you choose have advantage on saving throws against the charmed or frightened conditions while within your Commanding Presence.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_stronghold", "name": "Stronghold", "desc": "Also at 13th level, you gain an average, grade 4 stronghold (castle, house, or training hall). Unlike normal strongholds, you can't sell this stronghold", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 13, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_advantageous-action", "name": "Advantageous Action", "desc": "Starting at 14th level, you can use the Help action as a bonus action. In addition, when you take the Help action, choose one of the following effects:\n\n- One frightened creature within 30 feet that can hear or see you is no longer frightened.\n- One creature within 5 feet gains temporary hit points equal to your Charisma modifier (minimum 1).\n- You touch a living creature that has 0 hit points. The creature regains 1 hit point.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 14, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_greater-stronghold", "name": "Greater Stronghold", "desc": "At 16th level, your stronghold is upgraded to grade 5.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 16, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_critical-weakness", "name": "Critical Weakness", "desc": "Beginning at 17th level, you can focus your mind to identify any enemy's weaknesses. Once per rest, you can use a bonus action to choose one creature you can see within 60 feet and expose a flaw in its defenses. Until the end of your next turn, any creature that can hear or see you has advantage on attack rolls made against that creature, and their attacks and spells deal an extra 6 damage to it.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 17, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_impresive-reputation", "name": "Impressive Reputation", "desc": "Starting at 18th level, you choose one of the following:\n\n## Hero\nNobles and royalty treat you as an equal, granting you free food, lodging, and a place in their court for a number of days up to your marshal level.\n\n## Iconoclast\nWhenever you arrive in a settlement, you are visited by 1d4+1 bards, scholars, and sages who ask you to recount your recent exploits. In exchange, they each either share a piece of information they think might be relevant to your current quest or make an Intelligence, Wisdom, or Charisma check (with a +5 bonus) to answer a specific question on your behalf.\n\n## Slaughterer\nBandit and pirate captains, crimelords, intelligent monsters of ill intent, and even fiends know who you are and that you are a valuable ally, doing their best to persuade you to take up the sword against their enemies. Whenever you encounter such a creature, it spends its first action (even in combat) declaring that it knows of your prowess and offering an alliance.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 18, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_legendary-commander", "name": "Legendary Commander", "desc": "At 20th level, creatures within your Commanding Presence add your Charisma modifier (minimum 1) to saving throws. Additionally, choose one of the following:\n\n## Commander's Expertise\nWhenever a creature uses your Commanding Presence to make an attack or use a combat maneuver, it gains an expertise die. If the combat maneuver has a save DC, it increases by an amount equal to the result of the expertise die. This expertise die can be increased to a maximum of a d12.\n\n## Feedback Loop\nWhenever a creature uses your Commanding Presence and successfully hits a target, you gain a reaction. You must use this reaction before the start of your next turn or it is lost.\n\n## Rapid Deployment\nAfter initiative is rolled and until combat ends, your Speed increases by 20 feet, and creatures you choose that can see or hear you increase their Speed by 20 feet.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_supreme-stronghold", "name": "Supreme Stronghold", "desc": "Also at 20th level, your stronghold is upgraded to grade 6.", "feature_type": "CLASS_LEVEL_FEATURE", "gained_at": [ { "level": 20, "detail": null } ], "data_for_class_table": [] }, { "key": "a5e_marshal_lessons-of-war-list", "name": "Lessons of War", "desc": "When you gain access to a new lesson of war, choose one of the following.\n\n### Exacting\nYou gain proficiency with navigator's tools, or if you're already proficient, an expertise die on checks made using them. When determining the distance you travel while journeying, you can make a DC 10 navigator's tools check to travel an additional number of miles equal to your proficiency bonus.\n\n### Keep Walking\nOnce between long rests, you can choose a number of allies equal to twice your proficiency bonus who can hear or see you. Each ally can travel an additional hour before needing to make a Constitution saving throw for a forced march.\n\n### Lay of the Land\nBy spending 10 minutes observing the area in a 2-mile radius, you can spend 2 exertion points to pick out where there are choke points, large swaths of cover, watercourses, vegetation that can offer concealment, ridgelines, and so on. You gain an expertise die on Engineering and Survival checks made within the area, as well as on checks made to prepare an ambush or realize you are being ambushed.\n\n### Rewarding Repute\nWhenever you visit a settlement, the commoners there tell you all the valuable information they can about their home, including the history of nearby ruins, the general features of the immediate wilderness, and how populated the region is. You gain an expertise die on Nature and Survival checks made within 10 miles of any settlement you have visited.\n\n### Soldier Kitting\nYou and a number of creatures equal to your proficiency bonus can carry one additional bulky item.\n\n### Team Tactics\nWhen more than one creature takes the Help action to aid an ally making an ability check, for each additional creature helping the check is made with a +1 bonus. Only a number of additional creatures equal to half your proficiency bonus are able to Help in this way.\n\n### Teamwork\nWhen you are involved in a group check, all members of the check gain an expertise die. Once you use this feature, you can't do so again until you finish a long rest.", "feature_type": "CLASS_FEATURE_OPTION_LIST", "gained_at": [], "data_for_class_table": [] } ], "hit_points": { "hit_dice": "D10", "hit_dice_name": "1D10 per Marshal level", "hit_points_at_1st_level": "10 + your Constitution modifier", "hit_points_at_higher_levels": "1D10 (or 6) + your Constitution modifier per marshal level after 1st" }, "document": { "name": "Adventurer's Guide", "key": "a5e-ag", "type": "SOURCE", "display_name": "Adventurer's Guide", "publisher": { "name": "EN Publishing", "key": "en-publishing", "url": "https://api.open5e.com/v2/publishers/en-publishing/?format=api" }, "gamesystem": { "name": "Advanced 5th Edition", "key": "a5e", "url": "https://api.open5e.com/v2/gamesystems/a5e/?format=api" }, "permalink": "https://a5esrd.com/a5esrd" }, "saving_throws": [ { "name": "Constitution", "url": "https://api.open5e.com/v2/abilities/con/?format=api" }, { "name": "Wisdom", "url": "https://api.open5e.com/v2/abilities/wis/?format=api" } ], "subclass_of": null, "name": "Marshal", "desc": "", "hit_dice": "D10", "caster_type": "NONE", "primary_abilities": [] }