PDA

View Full Version : Alternative uses for Inspiration



gr8artist
2018-08-05, 10:39 PM
Inspiration is a rule the game master can use to reward you for playing your character in a way that’s true to his or her Personality Traits, ideal, bond, and flaw. By Using Inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or Inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you.

Gaining Inspiration
Your GM can choose to give you Inspiration for a variety of reasons. Typically, GMs award it when you play out your Personality Traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your GM will tell you how you can earn Inspiration in the game.

You either have Inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use.

Using Inspiration
If you have Inspiration, you can expend it when you make an Attack roll, saving throw, or ability check. Spending your Inspiration gives you advantage on that roll.

Additionally, if you have Inspiration, you can reward another player for good Roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your Inspiration to give that character Inspiration.

How balanced are these alternative uses for Inspiration?
Please let me know if you have any suggestions, including other alternative uses for Inspiration.
For the sake of simplicity, assume that all of these effects are found on a "Ring of -(whatever)-" and that unless otherwise stated the Inspiration must be spent before any rolls are made for the attack / spell / whatever that's being affected.

Limited Avoidance
You may spend Inspiration when you force another creature to make a saving throw. One creature of your choice attempting the saving throw has Disadvantage on their roll.

Focused Cantrips
You may spend Inspiration when you use a cantrip that deals damage to another creature. You may roll the damage for that cantrip twice, and use the higher result.

Focused Striking
You may spend Inspiration when you make an attack with a weapon. You may roll the weapon's damage dice for that attack twice, and use the higher result.

Focused Recovery
You may spend Inspiration when you spend Hit Dice during a rest. You may roll those Hit Dice twice, and recover the greater amount.

Empowered Cantrips
You may spend Inspiration when you use a cantrip that deals damage. That cantrip deals an additional die of damage, as though your level had increased to the next tier.

Empowered Spells
You may spend Inspiration when you cast a spell that has an improved effect when cast in a higher level spell slot. The spell's effects are calculated as though it had been cast in a slot 1 spell level higher than it actually was (even if you have no slots of that level).

Extra Sorcery
(Requires attunement by a sorcerer)
You may spend Inspiration as a bonus action to immediately recover 1 Sorcery Point.

Extra Preparedness
(Requires attunement by a wizard)
You may spend Inspiration when preparing your spells to prepare 1 additional spell that day.

Focused Sneak Attack
(Requires attunement by a rogue)
You may spend Inspiration when making an attack that would deal sneak attack damage. You may roll the sneak attack damage dice twice, and use the greater result.