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Returning 35 results for 'doubled imbue are bonus'.
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Spells
Player’s Handbook
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
Magic Items
Phandelver and Below: The Shattered Obelisk
The haft of this war pick is inlaid with crushed pearlescent stones that imbue the weapon with a faint luminescence. You gain a +1 bonus to attack and damage rolls made with this war pick.
While
wielding the war pick, you can use a bonus action to cast the daylight spell, choosing a point on the war pick. Once you use this bonus action, it can’t be used again until the next dawn.
Magic Items
The Book of Many Things
This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic.
You can play one of the following
proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead.
Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier.
Magic Items
Out of the Abyss
spell's saving throw DC is 15 and has a +9 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
Magic Items
Out of the Abyss
saving throw DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell
Magic Items
Out of the Abyss
spell's saving throw DC is 15 and has a +7 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
Magic Items
Out of the Abyss
DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in
Magic Items
Out of the Abyss
stored spell's saving throw DC is 13 and has a +5 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
Magic Items
Out of the Abyss
spell's saving throw DC is 17 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
Magic Items
Out of the Abyss
spell's saving throw DC is 18 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The
Magic Items
Out of the Abyss
’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table.
You can imbue the gem with a spell if you’re attuned to it and it’s empty
.
Max. Spell Level
Gemstone
Rarity
Save DC
Attack Bonus
Cantrip
Spell Gem (Obsidian);Obsidian
Uncommon
13
+5
1st
Spell Gem (Lapis lazuli);Lapis lazuli
Uncommon
13
+5
2nd
Magic Items
Out of the Abyss
saving throw DC is 17 and has a +9 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is
Magic Items
Out of the Abyss
stored spell's saving throw DC is 18 and has a +10 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
Magic Items
Out of the Abyss
stored spell's saving throw DC is 19 and has a +11 attack bonus.
You can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem
Magic Items
Tomb of Annihilation
known on many worlds as a sign of death.
Beneficial Properties. While the staff is on your person, you gain the following benefits:
Your proficiency bonus to Intelligence (Arcana) and Intelligence
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
Monsters
Fizban's Treasury of Dragons
creatures. Any creature capable of telepathic communication has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the
bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
has its telepathy range doubled while within 1 mile of the lair. This includes creatures with innate telepathy and magical telepathy such as the Rary's telepathic bond spell.
Thriving Wildlife. Giant
retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Haste
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it
Monsters
Misplaced Monsters: Volume One
). This transformation ends if Seth is reduced to 0 hit points or uses another bonus action to end it.
Superspeed (2/Day). Seth’s speed is doubled for as long as he maintains concentration (as if
feats
you are proficient, your proficiency bonus is doubled.
When you roll for enchanting quirks, you can apply a bonus or penalty to the result of the roll equal to half your proficiency bonus.
Each hour you spend enchanting an item counts as 2 hours towards the item’s completion.
Proficiency Bonus
Legacy
This doesn't reflect the latest rules and lore.
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Rules
proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save.
Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for
Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability
Feats
Xanathar's Guide to Everything
choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose
must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
feats
the Survival skill. If you already have this proficiency, you instead gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make using it.
You produce twice the number of common or uncommon ingredients when foraging.
feats
with a tool with which you are proficient, your proficiency bonus is doubled.
When you forge an item and roll for enchanting and/or manufacturing quirks, you can apply a bonus or penalty to the
result of the roll equal to half your proficiency bonus.
Each hour you spend forging an item counts as 2 hours towards the item’s completion.
Skill Expert
Legacy
This doesn't reflect the latest rules and lore.
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Feats
Tasha’s Cauldron of Everything
of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you
choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Spells
Xanathar's Guide to Everything
You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it
deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it becomes one for the duration.
As a bonus action on your turn, you can dismiss this spell and cause the
feats
skill with which you are proficient, your proficiency bonus is doubled.
When you attempt to harvest a creature for which you don’t have the required skill proficiency, you can add your
proficiency bonus to the result of the roll.
If you are helping with a Harvesting check, you add your full proficiency bonus to the check’s result, regardless of whether you’re proficient in the
feats
, you gain expertise instead, which means your proficiency bonus is doubled for any ability check you make with it.
When you succeed on a Dexterity (Sleight of Hand) check to steal something, you can
lasts for 1 minute. You can use this ability a number of times per day equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Equipment
extra 1d4 Slashing damage. This extra damage isn’t doubled. Urdefhans can train to drink blood through hollow parts of a shauth blade for a moment after hitting.
This weapon has the following
mastery property. To use this property, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
feats
succeeds or fails.
When you do so, make a Charisma (Performance) check. The DC for this check is equal to 10 + the spell’s level. On a success, your proficiency bonus is doubled for the spell attack
Equipment
expended. You can use a bonus action to deactivate the armor early, but doing so doesn’t recover any expended charges.
While the armor is active, you gain the following benefits:
Augmented
Physicality. You have advantage on Strength checks, and your carrying capacity is doubled.
Environmental Adaptation. The armor seals airtight and provides its own atmosphere. You can breathe normally in
Feats
The Book of Many Things
ordinary conversation and card handling.
Hidden Ace. When you finish a long rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a
casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action to flourish the card and cast the spell within. The card then immediately loses its magic.
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Expertise Expertise is a feature that enhances your use of a skill proficiency. When you make an ability check with a skill proficiency in which you have Expertise, your Proficiency Bonus is doubled
for that check unless the bonus is doubled by another feature. If you gain Expertise, you gain it in one skill in which you have proficiency. You can’t have Expertise in the same skill proficiency more than once. See also “Playing the Game” (“Proficiency”).
Feats
Bigby Presents: Glory of the Giants
weapon attack or a ranged weapon attack using a thrown weapon, you can imbue the attack with an additional effect depending on the benefit you chose:
Cloud Strike. The target takes an extra 1d4 thunder
attack rolls until the start of your next turn.
The saving throw DC for these effects equals 8 + your proficiency bonus + your Strength or Constitution modifier.
You can use this feat a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.






