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        {
            "title": "Miracle Worker",
            "body": "As a move action, you can repair damage to a starship’s systems or modify a suit of armor or weapon to function more efficiently. To use this ability, you must be able to handle the item affected without impediment. You can use this ability once per day at 7th level, plus one additional time per day for every 4 mechanic levels you have beyond 7th. The exact effect of this ability depends on the object or system you are modifying.\r\n\r\n* Armor: You grant a +2 enhancement bonus to a suit of armor’s EAC and KAC for 1 minute.\r\n* Weapon: You grant a +2 enhancement bonus to a weapon’s attack and damage rolls for 1 minute.\r\n* Damaged Ship: You restore a number of Hull Points equal to the starship's base frame HP increment. If this raises the ship’s HP over a multiple of its Critical Threshold, you can repair critical damage to one system per multiple, reducing its severity by one step. For example, if your starship’s Critical Threshold is 8 and you restore 10 HP, reducing the damage to the hull from 17 HP to 7 HP, you could restore one system from wrecked to glitching. Using this ability during starship combat is your action for the turn, and you can do it only during the engineering phase. See page 292 for more on ship construction and page 320 for more on damage to ships.",
            "prerequisites": "",
            "level_requirement": 7
        },
        {
            "title": "Override",
            "body": "Your overload class feature now affects androids, drones, robots, and creatures with the technological subtype, which must succeed at a Will saving throw (DC = 10 + half your mechanic level + your Intelligence modifier) or be dazed for 1 round. If the target fails its saving throw by 10 or more, it is not dazed and you can dictate its actions for 1 round, though these actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Coordinated Assault",
            "body": "If you have a drone, whenever both you and your drone make attacks against the same target, you each receive a +1 circumstance bonus to your attack rolls. If you have an exocortex instead, whenever you and your exocortex are both attempting to hack a system, you each receive a +1 circumstance bonus to the checks to gain access. In either case, these bonuses increase to +2 at 17th level.",
            "prerequisites": "",
            "level_requirement": 11
        },
        {
            "title": "Advanced Rig",
            "body": "Your custom rig’s computer functions gain a bonus firewall countermeasure (see page 217). This firewall has no additional cost, does not count against the maximum number of countermeasures your custom rig can have, and can block off a module or group of modules already protected by a firewall.\r\n\r\nIn addition, you can use your custom rig to communicate over an encrypted channel with your ship, allowing you to access the ship’s sensors, control its security systems, and prepare its engines for takeoff (as well as use the encrypted communications functions of your expert rig) at a range of 50 miles. If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range.",
            "prerequisites": "",
            "level_requirement": 13
        },
        {
            "title": "Control Net",
            "body": "You are capable of operating multiple AIs, one in a drone and one in an exocortex. You must divide up your mechanic level between these different AIs, and each gains abilities based on the number of levels you assign to it. Every time you gain a level in mechanic, you can change the distribution of levels between these AIs using your custom rig after 24 hours of uninterrupted work. While each AI can act independently to the limits of its ability, you can control them as normal (although you can directly control only one AI at a time). If the number of levels assigned to your exocortex is less than your mechanic level, your exocortex grants a smaller increase to your base attack bonus when using combat tracking (see page 79), as noted in the table below. You gain additional exocortex abilities, such as wireless hack and multitasking, based upon the level you assign to it as normal.\r\n\r\n\r\nLEVELS ASSIGNED | INCREASE TO BASE ATTACK BONUS\r\n:---:|:---:\r\n1-4 | +1\r\n5–8 | +2\r\n9-12 | +3\r\n13–16 | +4\r\n17–20 | +5",
            "prerequisites": "",
            "level_requirement": 17
        },
        {
            "title": "Ghost in the Machine",
            "body": "When using your override class feature to affect an android, drone, robot, or creature with the technological subtype, a target that fails its saving throw by any amount is not dazed, and you can instead dictate its actions for the next round. These actions can’t be obviously self-destructive. Once a creature has attempted a saving throw against this attack (regardless of the result), it is immune to this attack for 24 hours unless you spend 1 Resolve Point. You can continue to spend Resolve Points in this manner each round to make the creature susceptible to override again.",
            "prerequisites": "",
            "level_requirement": 19
        },
        {
            "title": "Superior Rig",
            "body": "Your custom rig’s computer functions now gain bonus lockout and wipe countermeasures. You can use your custom rig normally even when its lockout is active (you have special authorization no one else can access under any circumstances), and while any wiped data cannot be recovered by anyone else (as if the data module were destroyed), you can automatically recover it with 8 hours of work. These countermeasures have no additional cost and do not count against the maximum number of countermeasures your custom rig can have.\r\n\r\nAdditionally, you can use your custom rig to communicate over an encrypted channel with your ship at a range encompassing a planet and its close orbit, allowing you to remotely pilot your starship from point to point on the same planet or to and from orbit (as well as use the encrypted communications functions of your expert and advanced rig at the same range). If you have a drone, you can issue commands to or directly control your drone over an encrypted channel at the same range.",
            "prerequisites": "",
            "level_requirement": 19
        },
        {
            "title": "Tech Master",
            "body": "You are a master of technology. You can spend 1 Resolve Point to craft any technological weapon, armor, or item at a rate of 1 minute per item level or spend 1 Resolve Point to convert any existing technological armor or weapon into another suit of armor or another weapon of equal or lesser value at a rate of 1 minute per item level. This uses the normal crafting rules presented on page 235, but the item being converted counts as its full value in crafting components. You cannot convert a one- handed weapon into a two-handed weapon. When converting an item into a cheaper item, any excess value is lost and cannot be reclaimed by converting the item back.",
            "prerequisites": "",
            "level_requirement": 20
        },
        {
            "title": "Glean Spell",
            "body": "Once per day, you can delve into the Akashic Record to cast a\r\nspell from either the mystic or technomancer spell list as if it were on your list of spells known. The spell consumes a spell slot 1 level higher than the level of the spell.",
            "prerequisites": "",
            "level_requirement": 18
        },
        {
            "title": "Greater Emotionsense",
            "body": "Your emotionsense is far more discerning, as if you had blindsight (emotion); see page 262.",
            "prerequisites": "",
            "level_requirement": 12
        },
        {
            "title": "Channel Life",
            "body": "If you use healing channel on a creature that has died\r\nwithin 1 round, you can bring it back to life as per a 5th- level mystic cure spell.",
            "prerequisites": "",
            "level_requirement": 15
        },
        {
            "title": "Mental Anguish",
            "body": "As a standard action, you can tweak the pain centers in the brain of a foe within 60 feet, causing it to suffer intense agony. The target must succeed at a Will save or be nauseated for 1 round. Regardless of the save, the creature becomes immune to this ability for 24 hours. This is a mind- affecting pain effect.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Inexplicable Commands",
            "body": "When one of your mind-affecting charm or compulsion spells or spell-like abilities ends, the target loses all memory that it was magically controlled or influenced. That creature still remembers the actions it took, but may be confused by them.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Starlight Form",
            "body": "You can transform yourself into blazing starlight as a standard action. Your body sheds normal light in a 30-foot radius, and you gain the benefits of concealment (20% miss chance). At 7th level, a creature that ends its turn adjacent to your starlight form must succeed at a Fortitude save or be blinded for 1 round. You can maintain your starlight form for a number of minutes per day equal to your mystic level; this duration does not need to be continuous, but it must be used in 1-minute increments. You can forgo the ability's concealment and blinding aspects to instead simply shed light, though this still counts against the ability’s duration for the day.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "Channel Bond",
            "body": "When you use healing channel as a standard action, you can heal an ally linked by your telepathic bond class feature as if you were touching that ally, as long as the ally is within 120 feet. When you use healing channel as a full action, it heals all allies linked by your telepathic bond class feature within 120 feet (as well as all other allies within 30 feet).",
            "prerequisites": "",
            "level_requirement": 12
        },
        {
            "title": "Starry Bond",
            "body": "You can share the good fortune of your stargazer class feature with your allies. Whenever an ally linked by your telepathic bond class feature fails an ability check, attack roll, saving throw, or skill check, you can spend 1 Resolve Point as a reaction to enable your ally to reroll the failed check (see page 243). This ability otherwise functions as the stargazer class feature.",
            "prerequisites": "",
            "level_requirement": 12
        },
        {
            "title": "Meteor Shower",
            "body": "You can spend 1 Resolve Point as a full action to call down a rain of meteorites in a 10-foot-radius vertical cylinder, 40 feet high, at a range of up to 250 feet. The meteorites deal 12d6 damage to every creature in the area (Reflex half). Half the damage is bludgeoning damage; the other half is fire damage. If you are outdoors and can see stars, the meteorites instead deal 12d10 damage.",
            "prerequisites": "",
            "level_requirement": 15
        },
        {
            "title": "Interplanetary Teleport",
            "body": "At 18th level, once per day, you can spend 1 Resolve Point as a full action to use interplanetary teleport as a spell-like ability. If you have been to a location in another star system before, you can spend 2 Resolve Points to use interplanetary teleport to travel there, even though it exceeds the spell’s normal range.",
            "prerequisites": "",
            "level_requirement": 18
        },
        {
            "title": "Akashic Knowledge",
            "body": "You gain the channel skill ability at 1st level (instead of 2nd level). Each day when you recover your spell slots, you can tap into the Akashic Record, enabling you to choose one Profession skill and add that to your list of associated skills for the channel skill class feature.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Access Akashic Record",
            "body": "You can access the Akashic Record to augment your skills.\r\nYou can spend 1 Resolve Point to attempt a skill check as if you had ranks in that skill equal to your mystic level.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "Mind Probe",
            "body": "You can use mind probe as a spell-like ability a number of\r\ntimes per day equal to your mystic level, lasting for 1 round. A creature that successfully saves against your mind probe is immune to further uses of this ability for 24 hours.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Telepathic Memories",
            "body": "You can share memories at will with allies linked by your telepathic bond class feature. As a full action, you or a linked ally can send a memory of up to 1 minute to as many others in the bond as they choose. Sending a relevant memory counts as a successful aid another attempt for a skill check, even if you wouldn’t otherwise be able to use aid another (to a limit of one such memory per skill check).",
            "prerequisites": "",
            "level_requirement": 12
        },
        {
            "title": "Memory Palace",
            "body": "You assemble an extradimensional library to house mental constructs representing your accumulated knowledge. This memory palace has a single shimmering entrance. You can access your memory palace once per day; when you do, the entrance appears within close range. If any creatures or objects that were not part of the memory palace when it was created remain inside it, the entrance remains where it first appeared. Only those you designate can enter the memory palace, and the entrance closes and becomes invisible behind you when you enter. Anyone inside can open the entrance and exit the memory palace at will. The only way to enter and exit the memory palace is via the entrance; even plane shift and similar magic do not access it.\r\n\r\nYou can create any floor plan you desire for your memory palace, up to a number of 10-foot cubes equal to your mystic level. Inside, the atmosphere is clean, fresh, and warm; outside conditions don’t affect the memory palace, nor do conditions inside it pass beyond. There is no furniture other than bookcases, computers, and a few desks and sofas. A number of unseen servants (as per the spell of the same name) equal to half your mystic level serve as librarians. The library keeps the same layout each time you access it, though you can alter its appearance each time you gain a level or by spending 15 minutes concentrating—you don’t need to be inside it to alter it.\r\n\r\nWhen you gain this ability, choose one skill that can be used with the recall knowledge task. Consulting your memory palace gives anyone who studies within—including you—a +4 enhancement bonus to skill checks to recall knowledge of that type, and creatures inside the memory palace can attempt checks of that type untrained. At 16th level, and at each level thereafter, choose another skill that can be used with the recall knowledge task to which your memory palace’s skill bonus applies.",
            "prerequisites": "",
            "level_requirement": 15
        },
        {
            "title": "Empathy",
            "body": "As a full action, you can attempt a Sense Motive check to read the emotions of a particular creature (DC = 20 or 10 + its Bluff modifier, whichever is higher). If you succeed, you learn its general disposition and attitude toward creatures within 30 feet of it, and you gain a +2 circumstance bonus to Bluff, Diplomacy, Intimidate, and Sense Motive checks against that creature for 1 hour. Whether you succeed or fail, after opening your mind to read emotions, you take a –2 penalty to saving throws against mind-affecting effects for 1 minute.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Greater Mindlink",
            "body": "You can use your mindlink ability on the same creature as many times per day as you wish, and the communication can be both ways, though the maximum of 10 minutes of communication per round still applies.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "Emotionsense",
            "body": "You can detect and locate creatures within 60 feet that have emotions, as if you had blindsense (emotion); see page 262. A creature can keep its emotions calm to avoid detection by this ability by succeeding at a Bluff check with a DC equal to 10 + your Sense Motive modifier, but a creature under the influence of an emotion effect cannot try to avoid detection. Creatures under the effects of nondetection or similar effects automatically avoid detection by this ability. Unless otherwise stated, constructs and creatures with Intelligence scores of 2 or lower don’t have emotions and can’t be sensed this way.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Discern Lies",
            "body": "You can use discern lies as a spell-like ability a number of times per day equal to your mystic level, each time targeting a single creature. This effect lasts 1 round. Once a creature successfully saves against this ability, it becomes immune to further uses of this ability for 24 hours.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Retrocognition",
            "body": "You can use retrocognition as a spell-like ability at will. When doing so, you take a –2 penalty to saving throws against mind-affecting effects for as long as you concentrate on retrocognition and an equal amount of time afterward. You can spend 1 Resolve Point to negate this penalty.",
            "prerequisites": "",
            "level_requirement": 15
        },
        {
            "title": "Empathic Mastery",
            "body": "You can spend 1 Resolve Point to use psychic surgery as a spell-like ability. If you are incapacitated by an effect that psychic surgery could remove and have at least 1 Resolve Point remaining, you can spend 1 Resolve Point to use this ability on yourself, even without being able to take any actions.",
            "prerequisites": "",
            "level_requirement": 18
        },
        {
            "title": "Healing Channel",
            "body": "You can heal yourself and your allies. You can spend 1 Resolve Point to channel this energy. Healing yourself with channeled energy is a move action, healing an ally you touch is a standard action, and healing all allies within 30 feet is a full action. This energy restores 2d8 Hit Points and increases by 2d8 at 3rd level and every 3 levels thereafter.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Lifelink",
            "body": "At the start of each turn, you can choose an ally within 30 feet who has taken Hit Point damage and transfer her wounds to yourself, dealing an amount of damage up to your mystic level to your Hit Points (bypassing any Stamina Points you may have) and healing the ally’s Hit Points an equal amount. This doesn’t require any action on your part. You can’t prevent or reduce the damage you take from lifelink.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "Connection",
            "body": "You have a mysterious connection with some force that grants you magical powers. The exact nature of your connection can vary widely, and even mystics who share the same connection may interpret it differently. You must pick one connection upon taking your first level of mystic—once made, this choice can’t be changed. Connections you can choose from begin on page 85.\r\n\r\nMany mystics serve as priests of various gods, and while you can theoretically choose any type of connection with any entity or concept, deities rarely grant connections that don’t fit within their ethos (for example, Weydan, the god of freedom, is unlikely to look kindly on overlords). As such, each connection lists the deities and philosophies commonly associated with it.\r\n\r\n### Connection Power\r\nAt 1st level, 3rd level, and every 3 levels thereafter, you gain a connection power unique to your connection. If a connection power allows a saving throw to resist its effects, the DC is equal to 10 + half your mystic level + your Wisdom modifier. If the power requires an enemy to attempt a skill check, the DC is equal to 10 + 1-1/2 × your mystic level + your Wisdom modifier.\r\n\r\n### Connection Spell\r\nYour connection grants you additional spells known, one for each level of mystic spell you can cast, starting at 1st level and at any level when you normally gain access to a new spell level. These spells are in addition to the spells known listed on Table 4–6: Mystic Spells Known. These spells can’t be exchanged for different spells at higher levels (except in specific cases; see below). The spell level of each spell is listed in your connection’s entry.\r\n\r\nIf your connection lists a single variable-level spell (see page 330) for all spell levels at the start of its spells entry, you gain that variable-level spell when you first get your connection spell for each level. The next time you gain a connection spell, add the next higher level of the variable-level spell to your list of spells known. You immediately lose the lower-level version of that variable-level spell and replace it with the listed connection spell for that lower level.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Healer’s Bond",
            "body": "As a standard action, you can form a bond with up to three allies, allowing you to constantly sense their condition as per the status spell. This bond lasts until dispelled or until you create a new healer’s bond, which immediately ends the previous one. At 11th level, when you gain the telepathic bond class feature, you also gain the effects of status on all creatures linked by your telepathic bond.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "Steal Life",
            "body": "As a standard action, you can spend 1 Resolve Point to steal part of a creature’s life force and transfer it to yourself or others. You must touch the target (requiring a successful melee attack against its EAC), which deals 1d6 damage for every 2 mystic levels you have (maximum 10d6). Choose an ally within 30 feet; that ally recovers an amount of Hit Points equal to the damage dealt (to a maximum of the foe’s remaining Hit Points). Alternatively, you can heal yourself instead, but you restore only a number of Hit Points equal to half the damage dealt. If this heals the recipient (you or your ally) up to maximum Hit Points, any excess persists for 1 hour as temporary Hit Points. If your attack misses, you don’t lose the Resolve Point.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Deny Death",
            "body": "You are immune to death effects and negative levels. If you\r\nwould normally die from damage, as long as you have at least 1 Resolve Point remaining, you can immediately spend all of your remaining Resolve Points to instead stay alive. If your Hit Points would have been reduced to 0, you now have 1 Hit Point instead. Once you use this ability, you can’t regain Resolve Points again until you rest for 8 hours, even if you have another means to do so.",
            "prerequisites": "",
            "level_requirement": 18
        },
        {
            "title": "Share Pain",
            "body": "Whenever a foe deals damage to you, you can spend 1Resolve Point as a reaction to shift some of the pain back onto that foe. Unless the foe succeeds at a Will save, reduce the damage you take from the attack by your mystic level (to a maximum of the attack’s damage), and the foe takes an equal amount of damage. This is a mind-affecting pain effect.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Backlash",
            "body": "Whenever a foe succeeds at a Will save against one of your spells and completely negates the effect, that foe takes 1 nonlethal damage for each mystic level you have. This is a mind-affecting pain effect.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "Sow Doubt",
            "body": "As a standard action, you can spend 1 Resolve Point to create uncertainty in the mind of a foe within 30 feet. You choose whether the target becomes flat-footed, becomes off-target, takes a –2 penalty to saving throws, or takes a –2 penalty to skill checks. The effect lasts for a number of rounds equal to half your mystic level, unless the target succeeds at a Will save to reduce the duration to just 1 round. A creature can be affected only by one sow doubt effect. If you use this ability on the same creature again, the new effect replaces the old effect. This is a mind-affecting effect.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Mindbreaking Link",
            "body": "Whenever you or an ally linked by your telepathic bond class feature scores a critical hit against a foe, you can spend 1 Resolve Point as a reaction to confuse that foe. The foe must succeed at a Will save or become confused for 1 round. Whether or not it succeeds at this save, the target is affected by your sow doubt ability for 1 round. This is a mind-affecting effect.",
            "prerequisites": "",
            "level_requirement": 12
        },
        {
            "title": "Mindkiller",
            "body": "As a standard action, you can mold the subconscious fear of a foe within 60 feet into a psychic image of the most disturbing creature imaginable to the target. Only the target can see the mindkiller, and if the target succeeds at a Will save to recognize the image as unreal, the mindkiller has no effect. If the target fails this Will save, the mindkiller touches the target, which must then succeed at a Fortitude save or die from fear. On a successful Fortitude save, the target instead takes 3d6 damage. Once a creature succeeds at either save against this ability, it becomes immune to this ability for 24 hours. This is a mind-affecting fear effect.",
            "prerequisites": "",
            "level_requirement": 15
        },
        {
            "title": "Explode Head",
            "body": "You can spend 1 Resolve Point as a standard action to psychically assault the brain of a foe within 60 feet, causing incredible pressure to build in its head. If the target has 20 Hit Points or fewer, its head explodes, instantly killing the target and spreading debris in a 10-foot radius. Each creature in the area must succeed at a Reflex saving throw or take 2d6 slashing damage from the flying debris. A target with more than 20 Hit Points takes 1d6 damage per mystic level you have (maximum 20d6), but can attempt a Fortitude save to take only half damage. If this damage would reduce the target to 0 HP, the target’s head explodes as described above. This ability works only on a creature that has a head and would die from the loss of a head.",
            "prerequisites": "",
            "level_requirement": 18
        },
        {
            "title": "Forced Amity",
            "body": "You can spend 1 Resolve Point as a standard action to shunt positive emotions and thoughts through your connection, forcing a humanoid creature to become friendly to you for a time. This functions as charm person.",
            "prerequisites": "",
            "level_requirement": 3
        },
        {
            "title": "Echoes of Obedience",
            "body": "Even creatures that resist your dominance can’t shake the lingering echoes of your mind. When a creature succeeds at a saving throw against one of your mind-affecting charm or compulsion spells or spell-like abilities and negates the effect, it takes a –1 penalty to AC, attack rolls, and skill checks until the beginning of your next turn. This is a mind-affecting effect.",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Greater Forced Amity",
            "body": "Your forced amity ability functions as charm monster.",
            "prerequisites": "",
            "level_requirement": 9
        },
        {
            "title": "Jealous Overlord",
            "body": "When an ally linked by your telepathic bond class feature is subject to mind-affecting effect that issues commands, as a reaction you can issue a countermand allowing the linked ally to act normally. When you do, attempt an opposed Charisma check against the originator of the mind-affecting effect; if you succeed, your ally can act normally.",
            "prerequisites": "",
            "level_requirement": 12
        },
        {
            "title": "Forceful Commands",
            "body": "When you use a mind-affecting charm or compulsion spell or spell-like ability against a target benefiting from an active spell that protects against your attack, you automatically become aware of the presence of such defenses, and can spend 1 Resolve Point as part of casting the spell to attempt a caster level check to dispel the highest-level such spell, as if you had cast dispel magic.",
            "prerequisites": "",
            "level_requirement": 15
        },
        {
            "title": "Absolute Control",
            "body": "When you issue a command to a dominated creature that would force it to act against its nature, you can spend 1 Resolve Point to deny it a new saving throw against your domination. The dominated creature still won’t carry out an obviously self-destructive order.",
            "prerequisites": "",
            "level_requirement": 18
        },
        {
            "title": "Walk the Void",
            "body": "You are immune to the harmful environmental effects of outer space and vacuum. You also gain a fly speed of 20 feet while in space. In addition, whenever you can see the stars, you can determine your precise location. Finally, add Piloting to your list of class skills.",
            "prerequisites": "",
            "level_requirement": 1
        },
        {
            "title": "Stargazer",
            "body": "You can study the stars to gain a bit of good luck. Twice per day, if you are outdoors and can see the stars, you can reroll a failed ability check, attack roll, saving throw, or skill check (see page 243).",
            "prerequisites": "",
            "level_requirement": 6
        },
        {
            "title": "Starflight",
            "body": "While in starlight form, you gain the ability to fly as per the flight spell (spell level 3rd or lower).",
            "prerequisites": "",
            "level_requirement": 9
        }
    ]
}
The page title as you'd like it to be seen by the public