Inspiration Overhaul
The new amount of inspiration is determined by your level as such the rules for using inspiration have changed.
Inspiration passed out will be in two forms, one will be a visual form of dice from the DM, and returned upon usage, and the other will be passed out by the party's bard (if one is present) more explained below.
Inspiration Points passed out by the DM can now stack for more benefits:
- 1 Inspiration Point
- Reroll any of your own D20 rolls.
- Cast a 1st level spell without using a spell slot, must have access to the spell.
- Can increase initiative count by +2
- 2 Inspiration Points:
- Reroll any of your allies D20 rolls.
- Heroic Save: When an ally within 5ft of you is damaged, you can take the damage instead. You have resistance to that damage.
- I Know Someone: PC says they know someone who can help with a current issue the party is having. They make a Charisma Check to see the NPC's disposition towards them and how this NPC exists in the world.
- That Reminds Me: PC says they remember something about a topic and briefly describes how they possibly know about it and makes a History Check to see if they remember.
- 3 Inspiration Points:
- I Have Just the Thing: PC says they have an item that they currently don't have, but explains a flashback where they could have obtained it from a person or place they visited somewhat recently.
- Heroic Stand: Drop to 1 HP, instead of going Unconscious, from damage that would've dropped you to 0 HP/
- Just As I Planned: PC says they had made preparations beforehand to benefit them in their current situation.
- When you score a hit with an Attack, you can turn the hit into a Critical Hit and negate all resistances.
- 4 Inspiration Points:
- Limit Breaker: You can cast a spell of one level higher than what you are currently capable of casting (must be on your class list)
- Heroic Haste: You gain the effects of Haste and it cannot be dispelled
- Legendary action: At the end of another creature's turn, you can perform 1 of the following actions
- You can take the Attack action
- You can cast a cantrip
- You can move up to half your Speed and take either the Disengage, Dodge, Hide, Search, or Interaction
- Overpowered Moment: You can regain an expended resource or can cast it for free, this resource can be any racial or class ability excluding spell points, ki points, or sorcery points
- 5 Inspiration Points
- PC becomes DM for a moment and can influence ONE specific outcome or scenario, DM still maintains ability to veto in the event of abusing this ability. A veto allows you to keep your Inspiration Points.
Class Specific Abilities
These can be used by expending three inspiration points. You can only use a class specificability if you have at least one level in that class
- Artificer:
- Barbarian: The Barbarian can use Inspiration when rolling initiative to immediately enter a Rage when the combat starts. Grants bonus 2d8 temporary hit points while in Rage.
- Bard: The Bard can use Inspiration to temporarily boost the power of their Bardic Inspiration. Either increase the size of the dice by one (a d6 would go to a d8) or they can inspire TWO targets at the same time with just one use of the feature.
- Blood Hunter: The Blood Hunter can use inspiration to apply any single blood curse without expending a use of their Blood Maledict feature. You still roll the Hemocraft Die and take that much necrotic damage.(This damage cannot be reduced in any way.)
- Cleric: The Cleric can cast Bless or Guidance at 2nd level without components or their holy symbol and without expending spell points.
- Druid: The Druid can cast 1st level spells while in wild shape for two rounds without verbal components or spellcasting focus; or a druid can expend the inspiration points to turn into a CR 1 creature without using wild shape. (Still following the rules of wild shape.)
- Fighter: The Fighter can use inspiration to make either an additional Weapon Attack on their turn or to make an Attack action rather than a Reaction on the enemies turn.
- Monk: The Monk can take the Dodge Action, make an extra Attack, or spend a Ki Point for free.
- Paladin: The Paladin can use Inspiration for access to an expanded spell list for two rounds; Feign Death, Gentle repose, Divination, and Phantom Steed.
- Rogue: The Rogue can use Inspiration on a Check that they have Expertise with, adding an additional +10.
- Ranger: The Ranger can use Inspiration to generate the spell effect of Find The Path, Locate Object, or Locate Creature without expending spell points.
- Sorcerer: The Sorcerer can use Inspiration to gain more meta magic options on one spell, allowing you to cast up to three metamagic options on one spell. They can use either three separate options or use two and stack one.
- Warlock: The Warlock can use Inspiration when they run out of Pact Points, they can tap into that inner fire from their Patron and instantly gain half their maximum Pact Points (rounding up).
- Wizard: The Wizard can use Inspiration when watching another spellcaster cast a spell, by reading lips and body language the Wizard can cast the same spell on their next turn even if its not prepared.
Bard Inspiration
The Bard of the party (provided there is one) can now award Inspiration Points to the party in the form of d6's ON TOP of their usual bardic inspiration; except these come at no cost to the Bard.
At the beginning of each session the bard will receive a d6 for each player at the table and can pass them out as they see fit. these d6's can be used to add to any check or save, or can be used to re-roll one D20
In addition: The Bard can pass out their own inspiration points (the ones given by the DM) to other players using a bonus action
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