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                        Returning 35 results for 'during increased are bonus'.
                    
                
                        
                            
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
                                                
                                            
                                                
                                                     attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Proficiency with a Glaive allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
                                                
                                            
                                                
                                                     roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     with this magic weapon. If you aren’t attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with it.
Increased Potency. While you are attuned to this weapon, its bonus on
                                                
                                            
                                                
                                                    A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     charges daily at dawn. If its last charge is expended, roll a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Last Charge Expended"}. On a 1, the staff retains its +2 bonus to attack and damage
                                                
                                            
                                                
                                                     arcane knowledge. One of his adventures took him into an underwater tomb, where he tricked a marid into surrendering a staff of power. This staff greatly increased Ringlerun’s capabilities and
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     attack roll, the clockwork gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the clockwork must be able to see the creature and the
                                                
                                            
                                                
                                                     lacks that proficiency.
3
Fortified. The clockwork’s AC increases by 2.
4
Increased Speed. The clockwork’s speed increases by 10 feet.
5
Reinforced Construction. The
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
                                                
                                            
                                                
                                                    .
Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours.
Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
                                                
                                            
                                                
                                                     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.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     increased Hit Die recovery ends immediately. The existing abundance of quartz crystals remains, but new crystals form at a normal rate.Cold, RadiantChange Shape. The dragon magically transforms into
                                                
                                            
                                                
                                                     any creature that is Medium or Small, while 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.
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     concentrating on a spell). While his speed is increased in this way, all attack rolls against him are made with disadvantage, and he becomes partially incorporeal, allowing him to move through
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     Ally. As a Bonus Action, you bolster one ally you can see within 30 feet. The ally gains Temporary Hit Points equal to 2d6 plus the modifier of the ability score increased by this feat. You can take
                                                
                                            
                                                
                                                     this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all uses when you finish a Long Rest.
Last Stand. You have Advantage on attack rolls while Bloodied.
                                                
                                            
                                        
                                                     Feats
                                                    Player’s Handbook (2024)
                                                    
                                                
                                            
                                                     feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat.
 Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see
                                                
                                            
                                                
                                                     within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.
                                                
                                            
                                        
                                                    Telekinetic
                                                    
    
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        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Feats
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength
                                                
                                            
                                                
                                                     saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
                                                
                                            
                                        
                                                     Feats
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     use your reaction to retaliate with a conjured blast of ice. The creature must make a Constitution saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat
                                                
                                            
                                                
                                                    ). On a failed save, the creature takes cold damage equal to 1d8 + your proficiency bonus, and its speed is reduced to 0 until the end of its next turn. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
                                                
                                            
                                        
                                                     Feats
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     increased by this feat). On a failed save, the creature’s speed is halved until the start of its next turn. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
                                                
                                            
                                                
                                                     maximum of 20.
Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura
                                                
                                            
                                        
                                                    Book of Exalted Deeds
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     the following random properties:
2 minor beneficial properties
2 major beneficial properties
Increased Wisdom
After you spend the requisite amount of time reading and studying the book, your
                                                
                                            
                                                
                                                     10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to
                                                
                                            
                                        
                                                     Feats
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is pushed up to 10
                                                
                                            
                                                
                                                     feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     to fluster the target. The target must succeed on a Wisdom saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or have Disadvantage on saving
                                                
                                            
                                                
                                                     throws until the end of your next turn.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
                                                
                                            
                                        
                                                     feats
                                                    Player’s Handbook (2024)
                                                    
                                                
                                            
                                                     saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.
                                                
                                            
                                                
                                                     worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.
                                                
                                            
                                                
                                                     worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     the ability increased by this feat and your Proficiency Bonus.
You can use this benefit a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest
                                                
                                            
                                                
                                                     failed save, the creature has the Stunned condition until the end of its next turn.
14-17
You gain a +2 bonus to Armor Class;AC for 1 minute, potentially turning the triggering spell into a miss
                                                
                                            
                                        
                                                     Feats
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     the target can see or hear you, the target gains temporary hit points equal to 1d8 + your proficiency bonus + the ability modifier of the ability score increased by this feat. You can use this bonus
                                                
                                            
                                                
                                                     Constitution, Wisdom, or Charisma score by 1, to a maximum of 20.
Bolstering Rally. As a bonus action, you can encourage one creature you can see within 30 feet of yourself (you can choose yourself). If
                                                
                                            
                                        
                                                     Feats
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     maximum of 20.
Cavernous Sight. You gain darkvision with a range of 60 feet. If you already have darkvision from another source, its range increases by 60 feet.
Stone Throw. As a bonus action, you
                                                
                                            
                                                
                                                     can take a rock and make a magical attack with it. The attack is a ranged spell attack with a range of 60 feet that uses the ability score you increased with this feat as the spellcasting ability. On
                                                
                                            
                                        
                                                     Feats
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     creature of your choice in a 15-foot-radius sphere centered on you must make a Dexterity saving throw (DC equals 8 + your proficiency bonus + the modifier of the ability increased by this feat). On a
                                                
                                            
                                                
                                                     failed save, a creature takes fire damage equal to 1d8 + your proficiency bonus, and it has the blinded condition until the start of your next turn. On a successful save, the creature takes half as much
                                                
                                            
                                        
                                                     feats
                                                    Player’s Handbook (2024)
                                                    
                                                
                                            
                                                     slots you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with the
                                                
                                            
                                                
                                                     a maximum of 20.
Ritual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them with any spell
                                                
                                            
                                        
                                                     Feats
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    . The target must make a Wisdom saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the target is frightened of you until the
                                                
                                            
                                                
                                                     proficiency bonus, and you regain all expended uses when you finish a long rest.
MEMBERSHIP IN KNIGHTLY ORDERS
Knights of Solamnia are only ever members of one of their organization’s orders. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     increase by 30 feet when you cast it. The spell’s spellcasting ability is the ability increased by this feat. Telekinetic Shove. As a Bonus Action, you can telekinetically shove one creature you can see
                                                
                                            
                                                
                                                     within 30 feet of yourself. When you do so, the target must succeed on a Strength saving throw (DC 8 plus the ability modifier of the score increased by this feat and your Proficiency Bonus) or be moved 5 feet toward or away from you.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     spellcasting ability is the ability increased by this feat. As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a
                                                
                                            
                                                
                                                     Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                     you. The target must make an Intelligence saving throw. On a failed save, the target takes 4d10 psychic damage, their proficiency bonus is lowered by 1, and you gain a +1 bonus to attack rolls and your
                                                
                                            
                                                
                                                     power save DC for the duration. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, the damage increases by 2d10.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                    Invigorated March 3rd-Order Metamorphosis Power Manifestation Time: 1 bonus action
 Range: 30 feet
 Duration: Instantaneous
 You emit a burst of mentally invigorating energy into the mind of a
                                                
                                            
                                                
                                                     creature you can see within range. That creature can use their reaction, if available, to move up to their speed without provoking opportunity attacks. Increased Order. When you manifest this power, you can increase its order by 1 or more. For each increase of 1, you target one additional creature.
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                    ; Exhaustion, Poisoned
Senses Blindsight 60 ft.; Passive Perception 10
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Increased Carrying Capacity. The wonder can
                                                
                                            
                                                
                                                     hours or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until it is wound again.
Bonus Actions
Chime
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     you must make a Strength saving throw (DC equals 8 + your proficiency bonus + the ability modifier of the score increased by this feat). On a failed save, the creature takes 2d8 force damage and is
                                                
                                            
                                                
                                                     pushed up to 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. You can use this reaction 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->Player’s Handbook
                                                    
                                                
                                            
                                                     Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn. WAYNE ENGLAND
                                                
                                            
                                                
                                                     GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     with any spell slots you have. The spells’ spellcasting ability is the ability increased by this feat. Whenever your Proficiency Bonus increases thereafter, you can add an additional level 1 spell with
                                                
                                            
                                                
                                                     score by 1, to a maximum of 20. Ritual Spells. Choose a number of level 1 spells equal to your Proficiency Bonus that have the Ritual tag. You always have those spells prepared, and you can cast them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     gain a +1 bonus on attack rolls and damage rolls made with this weapon. If you aren't attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with the weapon. Increased Potency. While
                                                
                                            
                                                
                                                     you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     gain a +1 bonus on attack rolls and damage rolls made with this magic weapon. If you aren’t attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with it. Increased Potency. While
                                                
                                            
                                                
                                                     you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6). Spells. Hazirawn has 4 charges to cast spells
                                                
                                            
                                        






