Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'expertise'.
feats
in one skill of your choice.
Expertise. You gain Expertise with the skill you selected for this feat.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
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 chapter 1 (“Proficiency”).
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”).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Expertise At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Tool Expertise 6th-level artificer feature Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tool Expertise Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tool Expertise Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Feats
Player’s Handbook
proficiency in all skills.
Expertise. Choose one skill in which you lack Expertise. You gain Expertise in that skill.
Feats
Player’s Handbook
Observer. Choose one of the following skills: Insight, Investigation, or Perception. If you lack proficiency with the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Search. You can take the Search action as a Bonus Action.
Magic Items
Dungeon Master’s Guide
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
Feats
Forgotten Realms: Heroes of Faerûn
. Immediately after a creature within 5 feet of you hits you with a melee attack, you can make an Opportunity Attack against that creature.
Versatile Merc. When you finish a Long Rest, choose a skill in which you have proficiency. You have Expertise in that skill until you finish your next Long Rest.
Species
Lorwyn: First Light
commonly gravitate to specific areas of expertise.
In Lorwyn
Boggarts in Lorwyn are born into communal warrens where laws and hierarchies are considered suggestions. The oldest and most powerful
Feats
Forgotten Realms: Heroes of Faerûn
the fastest available means. Once you use this benefit, you can’t use it again until you finish a Short or Long Rest.
Intimidating. You gain Proficiency in the Intimidation skill if you don’t already have it. You also gain Expertise in Intimidation.
Spells
Xanathar's Guide to Everything
Your magic deepens a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its
proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
Magic Items
Icewind Dale: Rime of the Frostmaiden
, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it
adopts an unintentionally patronizing tone. It has the following four areas of expertise:
The history of Netheril (see the "Fate of Netheril" sidebar)
Vampirism and the traits of vampires
Rituals
Monsters
Infernal Machine Rebuild
such masterpiece artifacts as Queen Ehlissa's Marvelous Nightingale. Seodra accompanied Mack Francache and his thieves to the temple, as her expertise was needed to steal the gem eyes of the great
Monsters
The Wild Beyond the Witchlight
Secret Expertise. The hand has one of these additional skills: Acrobatics +6, Animal Handling +5, Arcana +5, Athletics +4, Medicine +5, or Performance +5.Dagger. Melee or Ranged Weapon Attack: +4
Monsters
The Wild Beyond the Witchlight
Secret Expertise. The hand has one of these additional skills: Acrobatics +6, Animal Handling +5, Arcana +5, Athletics +4, Medicine +5, or Performance +5.Dagger. Melee or Ranged Weapon Attack: +4
Monsters
Candlekeep Mysteries
research on regional forms of folk magic.
She is an animated talker whose exaggerated gesticulations while chatting annoy Varnyr, but the elf appreciates her academic expertise.
Personality Trait. &ldquo
feats
Player’s Handbook
proficiency in one skill of your choice.
Expertise. Choose one skill in which you have proficiency but lack Expertise. You gain Expertise with that skill.
Magic Items
The Book of Many Things
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.
Skill Expert
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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.
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.
Magic Items
Waterdeep: Dungeon of the Mad Mage
.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including
feats
Origin Feat
You gain the following benefits.
Swift and Silent. You gain proficiency in the Stealth skill.
Master of Shadows. You gain Expertise with the Stealth skill.
Fade Away. When you take the Hide action, the DC for a successful check is reduced to 10. All other restrictions still apply.
feats
General Feat (Prerequisite: Level 4+, Intelligence 12+)
Ability Score Increase. Increase your Intelligence by 1, to a maximum of 20.
Animal Behaviour Expert. You have expertise in Animal Handling checks.
Bespoke Saddles. Creatures you tame gain +1 to their AC, attack rolls, and damage.
feats
Origin Feat
Taxonomist. When rolling a Survival check to identify the remains of any beast, plant, or humanoid, any roll of a 1-9 is treated as a 10.
Fieldwork. You have Expertise in Survival
feats
Player’s Handbook
one of the following skills: Arcana, History, Investigation, Nature, or Religion. If you lack proficiency in the chosen skill, you gain proficiency in it, and if you already have proficiency in it, you gain Expertise in it.
Quick Study. You can take the Study action as a Bonus Action.
Entertainer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
routines or roll on the table below to define your expertise as an entertainer.
d10
Entertainer Routine
1
Actor
2
Dancer
3
Fire-eater
4
Jester
5
Juggler
feats
choice.
In addition, choose one skill you have proficiency in. You gain Expertise in that skill. Whenever you finish a Long Rest, you can change your choice for this benefit.
Inherent Tongues. You
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to
Monsters
Waterdeep: Dungeon of the Mad Mage
exceed those of most mortal wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and